After many games with this deck since BT20, this is what I feel more comfortable with. When the support came out, everyone tried to make this deck as fast and lethal as possible, which is fair, but I have found myself getting more wins with a playstyle more focused on mid-range, taking the advantage of the many defensive tools this deck has to put our enemies in a constant "clean my board or I kill you" situation, securities are wet paper to Jesmon anyway.
- Card search: Some may find odd my choice of cutting Garnet Memory Boost! (LM-033) down to two, but honestly is a card that if I don't get early I don't want to have 4 copies of it in my library. Sistermon Ciel (ST12-13) Reboot effect might seem redundant, which it is, but can come in handy for an additional searcher and body that you can cast with reduced cost with BaoHuckmon (BT20-013) or cast without paying the cost from the trash/hand with the inherit of SaviorHuckmon (BT13-016). The rest is pretty standard, one less BaoHuckmon (BT6-011) in favor of a Sistermon Blanc (ST12-12) because Huck won't get you any Gankoomon which is something that can be very problematic if you bottom-deck them.
- Trash management: In this deck we have some key cards that we are gonna prefer to get trashed with the multiple effects we have in the deck. If you have a BaoHuckmon (BT20-013) and Gankoomon (BT20-057) combo you can give yourself the luxury of trashing SaviorHuckmon (BT20-014). Sistermon Ciel (Awakened) (BT20-084) is also meant to go straight to the trash to do her mechanic and get some stuns and additional security. Gankoomon (X Antibody) (BT20-059) is also a go to option to trash if you don't need it or will evolve it from trash.
- Tech: All the BT13 line of Huck is meant to help with the ratios and give nice memory gain with the right plays, honestly is the weakest part of the deck and where Bandai could improve this archetype, but it's still solid. Jesmon (ST12-10) while for most players is the main Jesmon to run, I have found Jesmon (BT20-017) much more usefull as a swiss knife of both offense, defense and control, ST12 is still nice when you get it with the right hand to burst your opponent, but it's much more dependant of having a good start and I always prefer consistency over high roll. Here I also decided to run two copies of Jesmon (X Antibody) (BT20-019) over Jesmon (X Antibody) (BT10-016) simply because we are not centered around Sistermon that much and BT20 in the right setup is an amazing Piercing enabler that can attack unsuspend and also has a pseudo-blitz, which makes this card a fine replacement in case you don't find any other Jesmon for an end of turn evolution. Finally, a copy of Jesmon GX (BT10-112) simply because it's an iconic card and can be game changer, I only recomend hard evolving it from a Gankoomon and only if you have a Gankoomon (X Antibody) (BT20-059) in the hand or trash, is the only way to excuse the 6 memory digievolve cost these days (remember that if you evolve this card on top of a Jesmon and put Gankoomon (X Antibody) (BT20-059) in it's sources, the inmunity won't proc since you don't have any Gankoomon or X Antibody in sources).
Digitama: Changed my heart and chose Koromon (BT14-001) instead of Gurimon (BT8-001) since you will be going wide with this deck and this way you make sure you get always the card draw.
Basic strategy is to build resources in the first turns, take a hit or two if needed, don't promote and compromise your pieces just for the sake of going faster, then burst with a combo in a way you end up with a Jesmon, Gankoo, token and maybe one more digimon in board. Don't be afraid of using the free evo of Gankoomon (BT20-057) to evolve itself into X-Antibody, BaoHuckmon (BT20-013) will probably survive anyway and many times is better to just put the Gankoo there and threat your opponent with an Ace. If you face decks with bounce and de-digivolve, use your Gankoomon (X Antibody) (BT20-059) wisely and in the right timing to get a quick win next turn or crippling your opponent enough so they can't come back next turn.