Digital Gunslingers [1ST PLACE UNDEFEATED JUNE 2023 STORE CHAMPIONSHIP]
Deck Description
UPDATE 07/22/2023
1st Place Undefeated at Gamers Alley Locals.
Match ups
Round 1: Shinegreymon [2-1] Win
Round 2: Ravemon [2-0] Win
Round 3: ShineGreymon [2-0] Win
Round 4: ShineGreymon [2-0] Win
Imagine trying to punch a gun. Doesn't work out.
UPDATE 07/20/2023
New ratio and cards for the BT13 Meta.
UPDATE 06/27/2023
New inclusions include the EX4 ShineGreymon: Ruin Mode and the 7-Cost option card Heaven's Judgement. Ruin Mode gives this deck so much more power in both board control and staying in the game longer with the ability to recover. This deck also now has a much more reliable and powerful method of DP reduction.
UPDATE 06/04/2023
1st place at Gamers Alley Store Championship. Was not expecting to win, but here we are. Had nothing but a lot of luck and a dream.
https://twitter.com/HiScoreChef/status/1665429371299962881?t=6IxDeS2orORo34QSBHUKHA&s=19
UPDATE 06/02/2023
Post June 1, 2023 Ban-List Build
UPDATE 05/10/2023
Previous iteration for "Turbo Mill" wasn't up to my expectations. Trying a different build. In process of testing to see how consistent this build is.
UPDATE 04/23/2023
Trying out this "Turbo" mill idea for BeelStarmon I've thinking about.
UPDATE 03/24/2023
With the release of the Beelzemon Advance Deck, we now have more tools to strengthen BeelStarmon decks, which keeps it still relevant with every new meta and format. I opted to go with a balanced "Controlled Trash/Blind Mill" style deck this time around. This allows me to turbo mill and build trash much faster, ensuring I have an optimal amount 7-Cost option cards in my trash in order to play the Beelstarmon at a reasonable cost in the early game as well as being able to trash any options and Digimon cards from hand when I need to.
BT2 Impmon and EX2 Impmon both play a very crucial role in starting the turbo mill process as they both have the ability to trash a total of 3 cards from the deck on their own, with a potential of 6 total cards in tandem with each other. Keeping the ratio to 3 on the EX2 Impmon felt right and was much more consistent when it came to trashing from the deck in order to trigger the "Trash 3 Ability". Too many copies, I end up drawing them normally or having them in my starting hand and too few, I barely saw them.
Opted out of using BT11 Mervamon in the deck, now that I have access to Lv.3 Blockers, which in turn made me drop the BT11 Ignitemons. Mervamon was great for building back board and having blockers, but opponents can easily get rid of her through deletion or De-Digivolve effects. And once that happens, those Ignitemons and whatever Lv.4 Retaliators you brought out with her our just bodies and can no longer block. You also can rarely ever utilize the Rush you gain for the turn you play her because you often will always pass the turn after playing her. ST14 Phascomon & ST14 Porcupamon will be much more reliable with this build of the deck. Phascomon being a 3-Cost drop Blocker is a decent way to pass a turn and Porcupamon having a on play ability to trash cards from the deck help with the trash building process. These two are also good candidates for Nail Bone in order to keep your opponents from chipping away even more at your security or from landing a lethal blow.
ST14 Witchmon is a great new addition as she also has a milling effect through Digivolution. Still running BT7 Eyesmon: Scattermode, but only 3 in order to have it for the "Controlled Trashing" aspect of the deck. You will definitely have 7-Cost Options and Digimon you'd prefer to have in trash and Eyesmon: Scattermode is the optimal way of getting those cards in there. 2 copies of EX2 Dobermon in order to recycle as well as building trash.
Still playing a splash of Blue color options for specific match-ups. Don't want to go too heavy on them, otherwise your deck will get too "Bricky" and inconsistent.
The new ST14 Beelzemon: Blast Mode is an absolute godsend for this deck. This new card allows you to get even more use out of BT6 BeelStarmon outside of just hard playing her. Once a BeelStarmon is played, she's just a body on board and nothing else, and at only 11000 DP, there are plenty of cards that can swing over her. Being able to evolve her into the Blast Mode and gaining back 3 memory ensures you can maintain turn in order to unsuspend and get in an extra attack into your opponent. This play is your win button most of the time now. If your BeelStarmon is still in play after the previous turn you played her, attack with it. If it survives the check, evolve into the Blast Mode and unsuspend and attack again. Just be sure your trash does have more than 20 cards when you do. That 3 memory gain is crucial.
BT9 DeathXmon is still at a "one-of" copy just in case. But it really isn't necessary. You can honestly swap this out for a second copy of ST14 Blast Mode if you want. Still a great card to counter decks that go wide or are Tamer heavy like UlforceVeedramon.
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