This deck is about the new BT20 support. Since my first upload of this deck I have updated the ratios and considered some play styles. I'm gonna follow by explaining some of the whys and synergies this deck has.
First let's talk about the new combo of BT-20, it centers around building resources with searchers and getting as soon as possible a BaoHuckmon (BT20-013) in the breeding, Gankoomon (BT20-057) and Jesmon (ST12-10) in hand, and finally a SaviorHuckmon (BT20-014) either in the trash or hand. So with this you want to start turn getting that Bao out and hard casting Gankoomon with the [Main] of Bao, digivolve the Bao into Savior from the hand/trash, and then, end of the turn, digivolve into Jesmon making an attack with < Blitz >. You can then go even further by using the [When Attacking] effect of Jesmon (ST12-10), playing a Sistermon Ciel (BT10-085) from your hand without playing the cost (a different approach if you don't have any in the hand would be to play it from the trash with SaviorHuckmon (BT13-016) inherit effect), use the [On Play] effect of her and digivolve either Gankoo into Gankoomon (X Antibody) (BT20-059) or Jesmon into Jesmon (X Antibody) (BT20-019) depending of the situation. Usually the first to get an almost full bulletproof turn (you are still vulnerable to options and tamer effects), and the second to protect your Jesmon from an incoming Ace and even killing it if your opponent is dumb enough, since with both < Alliance > and < Piercing > there is no way you won't win that battle.
After that combo, you would have check around 3 securities and put your opponent automatically into the defensive, since next turn you would outright kill him, if you have a Jesmon GX (BT20-021) in hand you can always use it on either Gankoo or Jesmon as a [Counter] to cancel enemy attack, delete a digimon, and set to attacking for game in next turn. Remember Gankoomon (X Antibody) (BT20-059) gives < Blocker > / < Reebot > to basically everything in the table so that's also a really nice defensive option.
As tech choices we have some like Sistermon Ciel (Awakened) (BT20-084) which I have yet to test if it's worth investing in more copies, but for the amount of Sistermon Ciel we have I think one is enough since you want it in the trash anyway. Another one is Jesmon (BT20-017) which I think is a very good alternative in case you don't have any Sistermon in hand and you want to delete a level 5 to not risk the Ace in the opponent side. The token is also really nice for protecting your pieces and for suspending it with < Alliance >. Lastly SaviorHuckmon (BT13-016), is going to be very usefull with it's inherit to take back Sistermons from the trash, getting even more protection and deck draw.
For the final touch, about tamers and digi-eggs. I decided to not put any tamers since I just think they slow you down too much even if it's a memory setter, by no having any you are always putting your enemy in a condition of wanting to memory choke you, and the truth is that this deck main gimmick is to proc things when your turn ends. In digi-egg some use Koromon (BT14-001) for preference. But it is true that in combo terms, Gurimon (BT8-001) is better since you draw before the attack resolves and that sometimes can give you just the right piece you need to keep going with the burst.
UPDATE: I added an additional Jesmon GX (BT20-021) because I felt two were falling short. Cutted one Huckmon (BT6-009) because despite thinking it's a very good card, four can be too many sometimes and I find myself wanting to get other searchers more out of fear of putting Gankoomon in the bottom.
In the side-deck I also added a Jesmon GX (BT10-112) just in case you want to run one instead of three Aces. If you have the money for it is still a very good tech choice that allows you to check 5 securities in one go, be aware tho this will likely give your opponent a lot of memory.