Pandora’s Toolbox: Are Toolboxes the Future?

[DM] (Digital Monsters) trait decks are based off the original Digimon created for Bandai’s VPet toys. As a majority of the EX-09 set (Versus Monsters), these decks seemed bizarre to a lot of players. Not only did this lead EX-09 to be a bit of a flop as a set, but it also meant that not a lot of players picked up the [DM] decks. However, EX-09 did bring us the menacing Alter-S engine — and as players began hunting for Alter-S (GAS and the BT-22 Omnimon support drew a lot of attention to these cards) — they picked up EX-09 boxes for fairly cheap. 

As a consequence, [DM] trait decks started to get tinkered with more seriously. The decks themselves are fairly bare bones, as many of the cards are meant to support the Kimeramon and Machinedramon decks from this set. 

With each version having its own gimmick and a singular level 6 ACE as its boss monster, it seems that the game designers wanted players to treat [DM] decks as highly malleable toolboxes. Because each version has different colors and gimmicks — but generally all work together under the [DM] trait — you can mix and match your builds to support diverse top ends. 

Cheap, flexible cores with an easy to grasp keyword in <Training> and very good memory efficiency mean that [DM] builds can potentially function as a bridge for new players to deepen their understanding of the game while also serving as fertile deck building grounds for veteran tinkerers. 

It seems obvious (to me at least) that Bandai was attempting to signal [DM] trait cards as a new baseline for the game, while also shifting the game design toward more toolbox-heavy decks. Not all players want more toolboxes, but I feel pretty good about this potential direction if Bandai sees it through. 

We can see this development with the increase of trait-locking and direct support of archetypes with a lot of viable pieces such as [CS] (Cyber Slueth), [Galaxy], Omnimon, and [TS] (Time Stranger) decks. I also think that as we get more Appmon support, we’ll see more toolbox builds occur. Deusmon definitely seems like a prime candidate for an initial test run of an “Appmon Trash Can” build. I have no doubt that the Liberator decks will continue to get support and also become more toolbox as time goes on.

With our current reveals from BT-23, there is a ton of [CS] related support coming, which, interestingly, has a lot of subdivisions reminiscent of [DM]’s Ver. # subsets. [Hudie] and [Zaxon] are the main subsets here, but in the reveals we’re also seeing some selective support [Avian], [Undead], [Dark Animal], [Machine]/[Cyborg], and even [Royal Knights]. These pieces are all built with [CS] in mind, but it also invites teching from related support, like Phoenixmon, Justimon, Jesmon, and Gallantmon. 

We’re also getting fewer outright busted, splashable cards. Cards like Alter-S require more space to be taken up with its related engine pieces to be viable — but this engine also takes up enough deck slots that you have to completely configure your deck around it. The last cards that really fit the “busted and splashable” bill are MedievalGallantmon (EX-08) and Promo Gallantmon (BT-21). 

We’ll probably continue to get the occasional highly sought after tech card, but with the last few sets not having anything remotely eye-brow raising in terms of desirable single cards — it seems like Bandai is committed to making decks more xenophobic, unless explicitly designed otherwise

But before we dig back into [DM] trait decks let’s clarify a few things for some of the less experienced players who may be reading this.

Closed Toolboxes, Open Toolboxes, and Engines

So, earlier, we threw around some terms, like “toolbox.” But what makes a trait-locked toolbox different from an open toolbox, or even an “engine”? 

A trait-locked toolbox (or closed toolbox) is a deck that has a variety of cards, all with the same traits or otherwise designed specifically to work together — Dark Masters is a good example: not everything is [Dark Masters] in trait, but all related cards have it in text. These types of decks tend to need cards from each level and all play into a certain gameplan. Ultimately, the deck has a lot of different win conditions, with lots of ways to get there, but you can really only use the toolbox cards to get there. Decks like [CS], have a variety of full lines with traited tamers that are all designed to work together. 

Open toolboxes are similar in that they have a lot of cards to choose from, but only the level 3s-5s really need each other. [DM] and [Galaxy] are some of the best examples of this, where the core of the toolbox is control and memory efficiency. What makes these toolboxes open is that your choice of megas is only limited by color (or if the megas are trait-locked out of being useful). [DM] decks can run any number of top ends, as long as the colors are complementary. Galaxy can also leverage many different top ends, but they need to fit a bit better into a cohesive overall gameplan. 

We tend to see in-archtype Galaxy decks as of late, but I’ve taken critical psychic damage from [Galaxy] toolboxes recently, the worst of which was being hit with a Chaosmon: Valdur Arm jumpscare from Apollomon ACE DNA digivolving with BryweLudramon via Mega Digimon Assembly — all the while managing to keep turn twice with memory gain. 

[DM] decks will also eventually achieve a similar level of expected deckbuilding potential (assuming Bandai continues to give them support). Since we’re coming back around to the [DM] part of this discussion, I’d like to showcase some interesting top end techs (except [Ver. 3], it got kneecapped by many of its cards being designed for Kimeramon and Machinedramon). Here’s a quick overview of some of the nasty builds you can make:

Version 1: Red-Yellow Crime

For this deck, you essentially play the core [Ver. 1] build, but slot in a few copies of ShadowSeraphimon ACE, Promo Gallantmon, ShineGreymon: Ruin Mode, and Chaosmon: Valdur Arm. I don’t know how often you’re getting the Valdur Arm DNA conditions met, but between Valdur Arm and Ruin Mode, you’re basically putting clapbacks on ice. This build is extremely belligerent, but I’d only recommend building it if you’ve already got the cards in your collection; the top end pieces are prohibitively expensive. 

Credit to Hungry Gurimon for the build!

Version 2: Sentai Cyborg Justice Rangers

[Ver. 2] Justimon recently took second at an Evolution Cup event. It’s a fairly standard build, but it gives some much needed legs to the Justimon top end. We all know that the general engine can be slow and low-impact, but giving it access to [Ver. 2]’s nasty control effects really helps the deck shut down its opponents. 

Credit to Parro for the list

Version 4: Belphemon: Swarm Mode

[Ver. 4] gives excellent control effects and swarming tools via Digatamamon and being able to loop Nanimon into Digitamamon for free (as long as your trash is full). With the way Digitamamon can chain bodies onto the board, it makes a very nice target for both the old and new Belphemon packages. Currently, I prefer the new Sleep Mode and Rage Mode. With the inclusion of the upcoming Belphemon: Rage Mode (X-Antibody), EX-10’s Rage Mode’s <Fortitude> will give the deck some extremely annoying staying power. 

This is my slightly tweaked list, but credit to OvermasterP for building out the flow and feel of the deck! If you want to learn more about how [Ver. 4] Belphemon works, you can consult the guide they created

Version 5: Revenge of Zephagamon

I haven’t seen any popular lists making the rounds for this build, but essentially you build with the core [Ver. 5] cards (or tinker with adding every card with suspend effects), then slot in a few copies of each Zephagamon card for some dastardly suspend and bottom deck shenanigans. 

Bonus Builds

In case you were curious about some of the shenanigans you can pull off with [DM] trait decks, here are a few additional silly builds. 

Slot in some Taiga (BT-11), Analogman (EX-09), and Jijimon (BT-11). Taiga allows you to reduce your evolution costs for your green level 4s (in this case Kuwagamon, Vegiemon, and Kabuterimon). If you prefer to run Shoto (EX-07) you can do this as well, for the flat memory gain and blocker. Use Vademon and MetalMamemon to control the board as necessary, and Mamemon to play out fresh bodies. Then you can go into Jijimon to reveal 1 card off the top of your deck for each black or green tamer you have. 

Jijimon

[DM] Jijimon can swarm better than [Ver. 4] in some cases! The deck is much more lottery based than other [DM] builds, but give it a shot if you’re looking for a fun locals deck.

Alter-S

With this build, you basically need 3-4 BlitzGreymon ACE, 3-4 CresGarurumon ACE, 3 Omnimon Alter-S (if you don’t have them, RIP to your wallet), 2-3 Tai Kamiya & Matt Ishida (EX-09), and 2 Island of Adventure. Because Blitz and Cres can blast evo over any [DM] trait Digimon, you can put together custom engines to support your Alter-S gameplay. Matt & Tai can help you retain turn when you digivolve (or your ACEs get played out of Alter-S), and Island of Adventure can be used to swipe Alter-S from security in a pinch. 

Overusing <Training> can make threading the needle difficult at times, but when it goes off, it’s basically game over. 

Callismon & BoltBoutamon

Basically, Callismon can DNA over Digitamamon and MetalGreymon (Purple/Red DNA). This can also be achieved via any of the Green and Yellow [DM] trait level 5s, but for very different effects. Callismon gives you Tamer hate, and he gains +1000 DP for each color in the stack. Additionally, if he’s the largest body on the board, he gains <Piercing> and <Sec A. +1>. So now, if you’ve set up the board properly, you have a 4 check body, because of the <Alliance> inherit. Likewise, if you were to opt for Megadramon, you have a 3 check body that can unsuspend and delete your lowest level Digimon (Belphemon: Rage Mode in function). 

If you manage to perform some memory wizardry with Analog Youths (EX-09) to retain turn after playing MetalGreymon, you can manually evo over Callismon into BoltBoutamon to shred their last security via his All Turns effect. The blanket -6000 DP and targeted <De-Digivolve 3> is extremely nasty, and shuts off many win-cons. 

Well folks, that’s all for now! Thanks for reading, and I hope that the included deck ideas will provide you some extra fun. 

What do you think about Bandai potentially moving the game toward trait-limited toolboxes and using the more open-ended [DM] decks as a means to revive neglected boss monsters? Let us know in the comments below, or in East’s Discord server.

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