Archetypes
Want to get into digica but not sure where to start? Want to see if you can play your blorbo? Here's a semi-comprehensive list of the currently-available archetypes, with descriptions of their approximate deals and how they're supposed to work, so you can see what appeals to you.
Last updated 2026-02-05
From Adventure 99
- WarGreymon (KR)
Towers-y control deck with a lot of room for techs. It can essentially be considered <Raid> tribal, featuring the original X-Antibody option card as an offensive tool; its effects pop off when an attack target is changed, including the best draw egg in the game (it's All Turns!), security trashing and free tamers, DP and memory gain, and even immunity. Unfortunately, since it has taunt on a level 5 and its main boss monster is an ACE, 99% of the time that's what you'll be doing.
- MetalGarurumon (BM)
Do you like spamming a morbillion Tamers? How about spamming a morbillion Tamers while attacking and getting free evos for it? This is an unsuspend-heavy pseudo-OTK/aggro deck that focuses on efficiently ramming into the opponent's face over and over while drawing half your deck, but it doesn't get much DP, so it has to choose between <Jamming> and tamer-playing stonks.
- Hououmon (EN: "Phoenixmon") ("Red Birds") (R)
Basically, your monsters want to kill themselves and they have five billion effects that all proc when they do so. The boss monster adds an extra trigger to these effects so they all go off at the end of the attack, and the Tamer watches for the effects that recycle cards from the trash and lets you play out extra bodies. In theory, it can do a lot of burst damage very fast, with Ouryuken as a finisher, but in order to do that it has to hard draw into all of its cards (particularly X Antibody, which it heavily relies on and can't search).
- TyrantKabuterimon ("Insects") (G)
Get big, become unaffected, and do big unga bunga attacks while repeatedly sending your opponent's Digimon to the bottom of the deck (and occasionally killing their Tamers). However, you're not unaffected by option cards, so you can still get your day fucked up, and its DP numbers are just not big enough to play defensive for more than one turn, so it cannot exist in the same meta as Ouryuken. With the rise of DUAL cards and direct battle effects, it's more or less locked out of the meta for the time being.
- Apocalymon ("Dark Masters") (🏳️🌈)
A redesigned version of the "Omegazoo" archetype, it fields level 6s that kill themselves, whereupon they're placed as face-up security cards. Its boss monster plays all four of them out at once for a reduced cost of 1, but deletes them all at the end of the turn. This produces a very strange aggro playstyle with stall elements, and it's basically a more respectable version of security control, but as long as it's equipped with a proper draw engine it can be pretty competent.
From Adventure 02
- Imperialdramon (BGW)
Blue pile slop deck that works by preventing the opponent from playing the game. It's not very meta-relevant these days, but it's a pain in the ass to fight, so if you build this, people will not want to fight you.
- Imperialdramon (RM)
A fun combo deck featuring fast rebuilds and a fuck ton of removal, with the gimmick being that most of its climb happens automatically on a single call stack and thus it doesn't really care where the memory gauge is when you start the combo. Its top end features a floodgate preventing the opponent from playing by effects, and if your opponent removes your top end, you can just immediately start building back up. However, it needs to see all of its moving parts or it doesn't do anything.
- Magnamon (YBK)
A beatdown deck that fields <Armor Purge> level 4s that want to die badly so that they can evolve into other Armor Forms and unsuspend. Accordingly, it really needs to see its dedicated Tamer, otherwise it doesn't function if they survive in security, but if it does get the Tamer it can just repeatedly slam into the opponent's face for infinite stonks. It also has an unaffected blocker as a top end, but paradoxically the deck as it's currently played actively wants to avoid using it, because it's overcosted and is significantly harder to do the beatdown with.
- Rapidmon X-Antibody (GY)
A fighty <Armor Purge> deck that skips levels to suspend and DP reduce opponent bodies. Its main Tamer accelerates the speed at which it can hatch while also passively reducing evolution costs, and its boss monster suspends the opponent's entire board and DP reduces suspended bodies, with All Turns memory gain when a Digimon is deleted by battle or 0 DP. Furthermore, it features an ACE that can blast on any in-archetype level 4 or higher. However, the DP reduction is pretty mid by modern standards, the battle deletion isn't aggressive enough to keep up, and it has fuck-all DP for itself, so until it gets another wave of support it is not going to be doing anything anytime soon.
- Valkyrimon (RY)
The weakest of the 02 jogress decks, it utilizes DP-threshold removal to either dismantle an opponent's board or do big chungus checks, but not both. It features an obnoxious ACE level 6, and it also has access to "can't be blocked" effects, but despite the <Security Attack +1> bungus it uses as its main level 5, it has to work overtime to keep a board presence compared to Vikemon or Imperialdramon. Using the Minervamon promo, it can highroll its way into an extremely fast <Alliance> finisher.
- Vikemon (BYK)
A deck that combines <De-Evolve> with security banishment to create an alright control package. The top end has <Ice Clad>, causing its DP to effectively not matter when battling opponent Digimon on account of being a jogress deck with functionally unlimited sources, and it has reasonable access to search and draw power to ensure it finds its pieces even if it has a harder time keeping turn into jogress relative to decks like Imperial. That said, it also draws way too much, which is a really silly problem to have in this game, but it does mean that if you don't close out the game early with cards like Final Zubagon Punch, you find yourself at serious risk of decking out.
- Cherubimon (GM)
The original <Alliance> deck, it fields a number of effects that let your Digimon evolve for a reduced cost when they're being <Alliance>d with. It's incredibly finicky due to the dated nature of most of its cards (as well as some of the newer support being unsearchable), but it does have the ability to go pretty wide on minimal resources. It's just a matter of being able to do something with the wideness before your opponent wrecks you.
- Demon (EN: "Creepymon") (MR)
An aggro bungus with a secondary wincon of milling the opponent's deck. Once the opponent has at least 11 cards in their trash, the deck pivots to miscellaneous stonks with recursion, <Security Attack +1> and memory gain, while the top end can close out games shockingly efficiently with security trashing and strong bursts of mill. Plus, the nature of mill decks is that many matchups can be trivialized if you mill all copies of something they need.
- BelialVamdemon (EN: "MaloMyotismon") (M)
A tribute summon deck focusing on a resource loop of tamers and level 5s that fill the trash and enable fast dismantling of boardstates. The memory setter provides Vamdemon-in-names with <Rush> by deleting itself, while also refunding memory, and it features a level 5 that can tribute any card in the archetype, enabling defensive stances and high efficiency while also providing counterplay to decks that care about the 13000 DP threshold. However most of its plays still cost 3 memory, which is getting to be too much these days.
- Eosmon (W)
A swarm deck that makes both sides play out a lot of Tamers, gets swole from playing out Tamers, and de-evolves you. It also uses its white Tamers (which it can play regardless of name, so Lui can also be cheated out) to prevent the opponent's Tamers from unsuspending or activating On Play effects. Since Quartzmon can evolve on a white level 6 it can then use it as a finisher for very cheap. The big issue though is that it doesn't really have access to memory boosts, so its consistency is entirely relying on running full Ukkomons and slowing the opponent down with asshole cards like Digimon Kaiser, and its lack of <Piercing> access makes a lot of common matchups absolutely abysmal.
From Tamers
- Megidramon (MR)
Using powerful trash-based effects, evolve mid-attack into a huge beatstick and do three checks, at the end of which you dismantle literally everything on both sides of the field. By doing so, you recycle a lower-play-cost body, enabling further recursion from trash. However, this is basically the only thing the deck is capable of, which gives it a debilitating weakness to counter timing <De-Evolve> effects. As such, it's too fair for its own good.
- Dukemon (EN: "Gallantmon") (RBY)
An alleged crowd control deck that has the capacity to rip five security at once with a perfect stack, so if you sit in raising and spam search power, your opponent will have an extremely hard time interacting with you. It's effectively just a really boring OTK that draws too much because of its nature as an X-Antibody deck. The meta has since completely left it in the dust, so while you'll still see it occasionally, no one really cares.
- Sakuyamon (Y)
A braindead OTK deck that shuffles trainings and scrambles around to turbo into an X-Antibody level 6 beatstick as fast as possible while spamming free option cards constantly. The most powerful subspecies, referred to as "Plug-In tribal," doesn't even need to do the mid-attack level 7 ramping that this archetype is known for, because as long as you remain fully in-archetype you get obscene amounts of stonks, using an egg that provides a free evo whenever an option with the [Plug-In] trait (not present on the original set of Plug-In cards; basically, the original set of link options) is used and using a protection field spell that also inflicts DP minus.
- Devas/Four Holy Beasts (EN: "Four Sovereigns") (🏳️🌈)
A zoo deck that makes use of ACEs with On Deletion effects, and once its trash is sufficiently stacked, it summons a 15k unaffected beatstick that, by bottomdecking cards from the trash, wipes the board when it attacks. However, literally everything it does eats an obscene amounts of memory, so unless it gets a way to reduce costs it's functionally dead on arrival.
- Beelzebumon (M)
Let's go gambling~! *BZZZZT* Aw dangit *BZZZZT* aw dangit *BZZZZT* aw dangit *BZZZZT* aw dangit *BZZZZT* aw dangit *BZZZZT* [sounds of dying by decking self out]
- Justimon (K)
An option-spam deck whose gimmick revolves around form-switching level 6s that evolve on each other to proc effects, which usually involve trashing one of either player's delay options to get stonks. Furthermore, the tamer can cheat out a level 5 for free by trashing options from the field. The problem is that it's a bit difficult to get your options on the field effectively, but it features a solid low end that can turn a level 3 out of raising and a single scramble into a level 5 for net 2 memory, so if it pops off it must be respected.
- D-Reaper (W)
The original megazoo deck, distinguished by the fact that its egg is in the battle area instead of raising (protected only by being globally unaffected). It also features a really awful field spell that reduces DP on incoming attacks, but can only be used if there are no face-up cards in security; as well as a Digimon that spits herself out from evolution sources to redirect attacks into her (this redirect happens only after <Raid>) and provide additional debuffs. However, the vast majority of the deck's cards do laughably little, and it's largely being carried by its three entire cards of modern support and an older one that recovers when played. Plus, not only is it really easy to <Raid> into the egg, but direct battle effects exist now, making it impossible to play without getting owned badly every two turns.
From Frontier
- KaiserGreymon (EN: "EmperorGreymon") ("Red Hybrid"*) (RGB)
The platonic ideal of hybrid decks (evolves on a Tamer) and the original unga bunga archetype, it warps cheaply by placing sources under the Tamer and then swings at end of turn for ludicrous checks. The low end can easily tear itself down and rebuild, and (assuming you're not drawing dead) the core Tamer will always be live for warp the turn after it's played, with an additional Tamer providing cost reduction at Start of Main.
- KaiserGreymon pile ("RGB Hybrid") (RGB)
A variation on the deck that features all three evolution lines of the tamers whose spirits contribute to KaiserGreymon. While the alternate spirits are overcosted on out-of-line prevos, the core Tamer is treated as having all of their names, so you can climb into any of their lines, explode in security, play the Tamer back out and have names for the warp on a later turn.
- AncientGreymon (RM)
A gimmick deck that climbs into a large bungus (ignoring evolution requirements) that explodes at End of Turn, whereupon it combos off a bunch of effects that trigger when a body is deleted or a Tamer is played.
- AncientGarurumon ("Blue Hybrid") (BY)
A gimmick deck that climbs into a large bungus (ignoring evolution requirements) that explodes at End of Turn, during which it adds cards to your hand by effect and attempts to bounce your opponent's security. Due to a lack of support, it is slow as hell.
- MagnaGarurumon pile ("YMK Hybrid") (YMK)
The Spirits of Light counterpart to RGB Hybrid, with an identical setup and gimmick, except with less than half of the support RGB got.
- BlackSeraphimon (EN: "ShadowSeraphimon") ("Black Hybrid") (KY)
A control deck that spams blocker hybrids and taunts out a powerful ACE that blows up the opponent's board. Since several mindlink Tamers are black, they can eject themselves from the stack at end of turn to serve as a base for more hybrids. This deck is mainly used as a jank method for giving <Blocker> to Mother D-Reaper, which for a variety of reasons is not really worth it in the current meta.
- Velgrmon ("Purple Hybrid") (M)
Change the colors of opponent Digimon, preventing them from being used to blast evolve. Then, get big and ungabunga, and blow yourself up and recycle. Due to its combo being incredibly low to the ground and requiring only the bare minimum of resources, a lot of random bullshit gets teched in, so as long as you find the right set of techs it's probably going to remain viable for quite some time.
- Dynasmon (YR)
A funny hubris deck that trashes its own security in order to become the big chungus and block/raid for silly numbers. It runs an option card that, when used, places itself at the bottom of security, where it recovers from deck if it's trashed or checked as the last security card. That said, in addition to the problems inherent to being a hubris deck, it suffers heavily from a tragic lack of consistency in how the archetype is defined, resulting in a jank buildup with heavy variance depending on the individual cards being evolved through.
- Lucemon (YM)
Each individual action costs way too much memory, but in exchange they're a massive pain in the ass for your opponent as you constantly force them to choose between sacrificing their own bodies and letting you get infinite stonks. It also features the only source of immunity to zero-DP deletion in the entire game, and it's absurdly aggressive once it gets set up, including the ability to swing without suspending and recycle its own deck, including the egg deck. (In fact, it's the only archetype in the game that can perform a security check turn 1 going first! And doing so isn't particularly expensive either!)
*The name "Red Hybrid" is used for whichever of KaiserGreymon or AncientGreymon is the better deck at any given time.
From Savers
- ShineGreymon (RY)
Masaru Daimon (EN: "Marcus Damon") punches you in the face, and it reduces your DP. The deck essentially revolves around suspending as many Tamers as possible as fast as possible to do your climb, featuring a level 5 that can spontaneously produce 3 checks with <Piercing> under optimal conditions. Burst evolving then trashes another security and offers an extra swing. The level 5s all have inherits that protect your Tamers by putting them in security, threatening even more DP minus if your opponent attacks you.
- MirageGaogamon (B)
Originally, this deck focused around unsuspending a bunch of times and hoping you could OTK, but in BT11 it got the world's most obnoxious boss monster, which gains memory the first time its opponent adds cards to their hand by an effect on any turn. This includes draw effects, bounce to hand, and searchers. Contemporary support for Mirage focused around forcing the opponent to draw cards to make this effect proc, but because the boss monster on its own was so obnoxious, it was limited a long time ago, and the archetype has been completely ignored ever since, so if you try to build it right now you'll find it has an identity crisis.
- Rosemon (G)
A deck that has been getting halfhearted support for so long that it's hard to really gauge if the new support is actually good or not. The deck focuses around using BloomLordmon's engine to bridge into Lilamons and Rosemons that stun opposing bodies, with the intended boss monster being a burst evolution. However, the current support doesn't really work with the old Burst Mode that well, so we can only conclude that it's getting a new one in BT25, so mostly we're just waiting to see what it does.
- Ravemon (MG)
At the end of the turn, you blow yourself up to rip cards from the opponent's hand. Then, you play yourself back out. Its level 3s are good, and its level 6s/7s are alright enough, but because the connective tissue does fuck-all it sucks pretty bad.
- Belphemon (MG)
Set up the trash early using special cards called "Gizmons" that can't evolve or be evolved into, but can delete your other Digimon to be played out cheaply and cycle into other Gizmons when they'd be deleted. These cards have the advantage of keeping your hand size neutral, which is important because your effects won't activate unless you have six or fewer cards in your hand. Then, you can hard play a level 5 that kills another Digimon (preferably a Gizmon) to evolve into Sleep Mode from the hand as an immune chungus. Sleep Mode places Rage Mode from the trash as its top source, then at the end of your opponent's turn trashes its top card, whereupon Rage Mode's Start of Main effect gives it ridiculous amounts of DP and Security Attack while controlling the opponent's board. The X-Antibody then allows it to swing without suspending and go back to sleep.
- Sleipmon (EN: "Kentaurosmon") (Y)
Similar to Dynasmon, Sleipmon is a funny hubris deck that trashes its own security to get stonks, specifically fielding several effects that only activate if both players have 6 or less combined security. Due to the better quality of its cards and its ability to stack its own security from hand relatively easily, resulting in deterministic effects when trashing through, it's significantly less awful than Dynasmon. However it is still a hubris deck.
- Royal Knights (🏳️🌈)
An overwhelming megazoo deck that spawns a bunch of big bodies for reduced cost that control the opponent's board, then on its finishing turn plays them all out at once with its boss monster. The kicker is, it doesn't have to do a finishing turn, because it has access to so much hard aggro that it can and does win off chip damage. Plus, it also has tools like JESmon GX ACE to allow it to do its finishing turn early under the right circumstances, and its dedicated tamer partners with an Omekamon to provide incredibly aggravating jumpscares that either block or clear the board when triggered.
From Xros Wars
- "Xros Heart" (🏳️🌈)
Several unrelated playstyles in a trench coat.
- Shoutmon EX6 (🏳️🌈)
The most basic form of Xros Heart, it focuses on rapidly accumulating the components' evolved forms underneath your Tamers, then playing out an extremely cheap body that debuffs the entire opponent field per color in sources, while also playing out an additional smaller body as an <Alliance> target. X7 also makes an appearance as an in-archetype OmegaX for game, which also provides defensive utility by threatening to save 4 materials and play EX6 from sources (potentially xrossing with the materials thus saved) should it be removed. Features a consistency Tamer in Kotone that can recycle the high-end xrosses and suspend herself to play them out, enabling a 0-cost bungus under perfect conditions.
- Shoutmon X5/X7 ("Low End Turbo") (RK)
A playstyle that focuses on setting up and tearing down low-end xrosses for a memory-efficient beatdown (accordingly, it was more popular before EX6 got access to Kotone and X7). Traditionally, it would be run either without level 6s at all, or with generic level 6s like ShadowSeraphimon. These decks often don't run the evolved forms, or use them at very low quantities as an emergency measure; while the evolved forms have rules text allowing them to substitute for the unevolved forms in xrosses, they cannot be recycled by <Material Save>.
- Xros Heart engine Duftmon (EN: "Leopardmon") ("Xros Duft") (GY)
A meme deck that utilizes the fact that most of Xros Heart's level 5s are green in order to go into Duftmon, which then plays out the unevolved green mons from hand without paying the cost, allowing their effects to get them a free evo into their evolved counterparts from under your Tamers. Bricks hard and often, but can steal games if it gets its pieces early enough.
- ZekeGreymon ("Blue Flare") (BK)
A one-trick xros deck that focuses on playing the same 3-cost level 5 over and over, unsuspending when it attacks and then ramping into a level 6 from under your tamers for free (or for -2, depending) on the second swing. MailBirdramon's inherit gives the stacks <Jamming>, and several cards <De-Evolve> on your swings. This deck boasts the single greatest search power in the game, in the form of a cost-5 option card that searches six cards deep, takes two of them to the hand and also plays out a tamer while it's at it.
- DarkKnightmon ("Twilight") (KM)
A DigiXros deck that focuses around concentrated <De-Evolve> by dropping DarkKnightmons for 4 memory, then using them as a blast target to play more DarkKnightmons. Once you reach LordKnightmon, you give things <Collision> for even more bullshit, and rip and tear with <Alliance>/<Piercing> and <Security Attack +1> inherits. One of your Tamers is a memory boost in all but name, which one of your other Tamers can crack to get a free evo into BT22 LordKnightmon for an end of turn swing and extra swarming. However, with literally zero access to <Rush>, it struggles really bad in a meta where most competent decks can blow up its entire board in the space of one attack.
- Bagramon (MK)
A megazoo deck that makes massive hard plays and uses the deck's tamer to reduce their costs immensely by slotting additional evolution sources under them. Your top ends then use these evolution sources as a resource to reactively control the opponent's board and trash their security should they attempt to do anything (or whenever you force them to do something with your top ends), and the level 7 boss card copies the All Turns effects of its level 6 sources, allowing you to perform further board control.
- Millenniummon (KRM)
Trash combos for days! Using absurdly powerful delay options and a combination of Assembly and DigiXros from trash, it can spit out wide boards that rebuild themselves if deleted (potentially even stealing turn) while also constantly restocking its own deck from trash, and it can also utilize a mode change to handrip the opponent while trashing their security every time it breathes in their direction.
From Hunters
- Arresterdramon Superior Mode ("Hunters") (MR)
Reduce evo costs by placing generic inherits underneath the body you're evolving, and assemble a big stack that can swing without suspending. Your boss monster is level 5, not that you'd know it from how much passive DP it gets on both players' turn; if not dealt with early, it can casually tear through entire fields while burning opponent security. However, because of how much a developed board consists of sitting on a level 5 with no protection, it's incredibly vulnerable.
- OmegaShoutmon ("Xros Hunters") (RY)
A deck that exploits the heavy overlap between cards with the [Xros Heart] trait and cards with <Save> in their text to create a Shoutmon tribal deck with a Hunters playstyle. The gimmick revolves around an OmegaShoutmon whose [End of Attack] skill, should it survive the battle, allows it to recycle itself to play other [Xros Heart] trait digimon for a reduced cost. This allows otherwise-prohibitively-expensive xrosses like Mervamon or Shoutmon DX to enter regular rotation.
- Astamon ("Rival Hunters") (MG)
Skip levels to build a wide board of <Fortitude> bodies, pierce for big numbers with <Alliance> from the main Tamer, and stun both players' entire boards for control power. The ACE retrain of the level 7, Quartzmon, notably only prevents unsuspending in the unsuspend phase itself, allowing it to synergize with tech options that unsuspend your own Digimon. However, slight problem: the deck has fuck-all search power. Without any access to searchers or a reasonable delay option, it's going to be hopelessly inconsistent.
From Cyber Sleuth
- CS: Cyber Sleuth (GYK)
The Galaxy toolbox for a new age, featuring the partner lines of protagonist Ami Aiba in addition to a bunch of miscellaneous lines from Domination Battle teams. The buildup focuses hard on memory efficiency, enabling a ridiculously fast climb into a variety of unsuspending level 6 bosses, using the supplemental Tamers to provide recursion and protection. In addition, a 2-cost option card allows it to perform Galaxy-style regressions to make its stack progressively bulkier.
- Omegamon (EN: "Omnimon") (RB)
A deck whose gimmick is to invoke a large body directly (either by hard slamming it or using warp requirements), which then quickly turbos your level 3 into a jogress boss monster. The boss monster provides heavy removal and can demolish security really quickly if left unchecked, and additionally uses <Decode> to spit out the level 3s that formed it if it would be removed. It also has access to level 4s that can regress back into the level 3s to reduce the cost of tamers and corresponding 3s. Due to how little resources the core combo requires to do ridiculous amounts of damage, as well as the fact that it can borrow Alter-S's immune chungus as a secondary boss, this deck is pretty fucking obnoxious.
- Diaboromon (K)
The original go wide deck, whose top end spams tokens for breathing and <De-Evolve>s/deletes the opponent's board when tokens are played. Recent support features <Overclock> to provide harder aggro on top of the <Alliance> swings it was already doing, while an older top end gives <Jamming>/<Blocker> to all of the tokens in addition to a Tamer that provides attack redirection. In addition, it boasts the rare ability to completely turn off the When Evolving effects of level 7s, automatically deck-checking important meta threats like Omegamon and Pyramidimon.
- Eater (W)
A very odd middle ground between megazoos and hybrid decks. The megazoo wincon doesn't work particularly well, so it supplements it with the Erika line for aggro and control. Having no levels allows it to dodge some common types of removal, but its core weakness is that all of the hybrids are strictly name-locked with no crossover, making it incredibly inconsistent unless you can draw/search into your exact pieces exactly when you need them.
- Hudie (🏳️🌈)
A swarming level 4 zoo deck, it can kind of be seen as a horizontal analogue to Magnamon. The idea is to repeatedly perform low-to-the-ground <Alliance> checks while getting free Tamers, allowing the technically-a-hybrid level 4 boss monster to DP reduce the opponent for their life savings while getting more swarm. In addition, its secondary tamers allow powerful option cards themed after the generic moves from Cyber Sleuth to be used for free whenever a Hudie Digimon suspends for any reason, which among other things allows it to spam <De-Evolve 4> for breathing.
- Boltmon (MR)
An aggro meme deck whose gimmick is that all of its mons have [Main] effects that pay memory to do things like "delete an opponent's body" or "play out an alliance target" and then swing by effect. Jimiken (the deck's main Tamer) allows you to activate a [Main] effect and refund memory at the time of play/evolution, and the boss monster is a big Assembly bungus that inherits all the [Main] effects of its evolution sources with the Flame trait to rush for big damage while blowing up the opponent's field. However, for some reason Bandai just didn't give it an archetypal bottom end? So you have to run unrelated level 3s with goodstuff inherits as space-filler, which is weird and drags the deck's viability down.
- Mastemon (YM)
An obscenely strong midrange deck, with positive matchups against literally anything whose main form of removal is attacking. It rapidly sets up level 6 jogresses that swarm while trashing the opponent's security in addition to supplying tamer hate, and its setup is extremely cheap due to a stance-change Tamer that also sets up its reduced-cost evos.
- Light Fang/Night Claw
Actually two semi-related decks.
- Galaxy (B)
A deck that uses the powerful memory management tools offered by GraceNova's buildup without any of the actual top ends, culminating in a huge stack that can then go into whatever level 6 you want. This allows powerful blue pieces like Invisimon and Dukemon X-Antibody to be toolboxed as top ends for a quick setup, but in exchange, you have very little defensive power.
- GraceNovamon (RB)
Sacrificing the toolboxing power of actual Galaxy, climb into a heavily protected level 7 jogress and swing, then unsuspend to swing again at end of turn. In doing so, you get an absurd amount of source trashing power and rip through the opponent's board extremely fast, and if you are outed you can rebuild extremely efficiently with the purple Tamer.
From Appmon
- Gaiamon (WR)
The Appmon deck with the most consistent ramp, it boasts incredibly accessible combo lines and a secondary level 5 with protection on its link effect. Once you reach the 6, you can trash security while controlling the opponent's board and utilizing powerful protection effects, and the deck's delay option increases the consistency with which you can perform these combos.
- Ouranosmon (YW)
A swarm deck (heavy airquotes) with mediocre DP reduction, its gimmick is to (try to) flood the board with low-level bodies to <Alliance> with, then link to them from the central tower's sources. Its defense relies very hard on the DP reduction for damage mitigation, and otherwise just tries (and fails) to swarm faster than the opponent can break it down (fielding recursion effects and <Scapegoat> for this purpose).
- Deusmon ("Leviathan") (KW)
A stack deck where your link cards are a resource that trash themselves on attack to gain stonks, and must be constantly replenished. Inexplicably does not feature the actual lifeform known as Leviathan, just the guys who work for it. While its top end is an extremely powerful control bungus if you can actually get into it, an underpowered buildup makes its existence suffering.
- Poseidomon (BW)
A rare modern case of <Evade>, Hyper Muteki Ex-Aid Poseidomon is a midrange OTK deck that punches security over and over while linking <Security Attack +1> effects. The boss monster floodgates the opponent to be unable to suspend with small bodies, and if it can't get its OTK the rest of the archetype can still pull massive amounts of weight as a control bungus. Plus, All Turns battle deletion immunity is becoming a lifesaver in more and more matchups.
- Hadesmon (MW)
A swarm deck that utilizes effects that offer recursion from the trash and stonks when something on either player's board is deleted, then <Overclock>s for fast damage. While it doesn't have an OTK yet (pending a potential searcher Rei down the line), it theoretically possesses high rebuild efficiency. However, it's not quite there yet.
From Adventure 2020
- Omegamon Alter-S (EN: "Omnimon Alter-S") (K)
A dated combo deck that has a split ramp, the first half getting you into a level 5 that stuns an opponent body, the second half leading into an immune jogress level 7 that explodes the opponent's board and, due to its inherited effects, can't be redirected in any way. The gimmick is that, at End of Attack timing, the tower plays out the jogress materials from its sources and places itself on top of security, whereupon you can just keep jogressing until the enemy explodes. If you passed turn on the way up, then you can also sit on your level 6s, because one of them protects from any removal at all by jogressing into the immune level 7. Assuming it's able to see its exact names in exact orders, the only real counterplay is to use one of the few effects that can end attacks without battling. (However, it must first see exact names in exact orders, and there are a lot of names.)
- Algomon (EN: "Argomon") (GM)
A rogue deck focused around telling Tamers to sit the fuck down. It severely suffers from having only one wave of support; the intent is to suspend your own Tamers to get memory and draws, then kill your own level 5 to gain memory and play a level 6 that sucks up sources from the trash. Notably, it does not have access to <Rush>, and its On Play/When Evolving pops either one level 6 or two level 3s, which is extremely underwhelming. Just about the only thing it attempts to do that actually works is that the level 5's inherit can suspend one of its Tamers to unsuspend the body the inherit is under, but due to having only one wave, over half the deck is effectively vanilla, so it's not worth it.
- Goddramon (EN: "Goldramon") ("Four Great Dragons") (YR)
A token-generation deck with an option-spam playstyle and an inconsistent buildup. Its gameplan is to set up blockers, swing with <Raid>, and optionally play out level 6s by effect at the cost of deleting them at the end of opponent's turn. Due to the buildup being jank as hell and all your searchers bot-decking half your cards, it is arguably more popular to run Goddramon as a top end over a Puppet base than it is to actually run the deck tribal.
- Abbadomon (K)
A megazoo 50-copies deck whose egg plays out bodies for a reduced cost scaling off the number of eggs in play, culminating in a level 6 that, when all 4 eggs are on the board somewhere, cheats a level 7 beatstick (Abbadomon Core) with a fuck ton of keywords into raising. If your opponent swings at all while Core is in raising, it can immediately move itself to the battle area and tuck sources from the trash to explode the opponent's field, while reloading the egg deck with all 4 eggs in play. The critical downside is that the egg doesn't reduce the cost of playing, it plays for a reduced cost, so a single Psychemon shuts it down (the cheapest floodgate removal in black costs 3 memory).
From Ghost Game
- Siriusmon (RM)
By getting an obscene amount of draw power, turbo a big-ass stack really fast to become a big beatstick that can prevent itself from being removed by trashing its inherits. The deck gets stonks for doing literally nothing, and can pierce for 3 checks on a stack for very little memory cost, with security trashing as a bonus; its level 5 secondary boss can serve as a powerful game finisher by sucking up sources from the trash and swinging with <Rush> without suspending. However, it's just a bit too slow to keep up in the current meta, so it's in the support waiting room.
- Amphimon (B)
An "unsuspend a bunch of times while swinging at face" deck like MetalGarurumon, except it trashes from hand to get its effects off. People have tried to cook with it, but until three and a half years after the fact (BT-21), Ghost Game decks were universally sad because they got support that just didn't work.
- Diarbbitmon (G)
Basically a prototype for a later season's protagonist deck, but with none of the sauce that makes said protagonist deck any good. See above re: Ghost Game decks are sad.
- Invisimon (BK)
Due to debuting in Liberator instead of actual Ghost Game, the Espimon line has a semi-competent deck. By flipping the opponent's security face-up, get cheap evos and ramp into the top ends mid-attack, which hide in security when a face-up security card is checked. Furthermore, the level 5s provide "can't be redirected" on inherit. The critical downside is that, since the effects scale based on the number of face-up security, if you try to use them after having already gone through most of the opponent's security, they don't do very much.
From Seekers
- Fenriloogamon (MR)
A swarm deck that, utilizing an absurdly broken egg that is somehow not the card that got hit for the deck, efficiently climbs into a 6 (and/or a jogress 7) while getting out a bunch of <Alliance> checks. The deck's gimmick extends the end of turn condition from "pass 0 memory" to "pass -2 memory." Was once really bullshit but has been powercrept.
- Kazuchimon (YG)
Try to stay at 3 security because half your effects won't fire if you have more and half your effects won't fire if you have less. With plenty of tools for getting to 3 and staying there, including an end-of-attack unsuspend by trashing security, this deck boasts a blast jogress level 7 that can fieldwipe with relative ease. The issue is that the deck's level 5s have basically whatever color identity they feel like, which doesn't lend itself to any of the generic memory boosts, and the deck predates the trend of making archetypal memory boosts so the best it can do is a security restock effect.
- Brigadramon (K)
Swarm deck that plays out a bunch of small guys and also has generic access to <Jamming> and <Reboot>. Combines play-cost-based deletion with effects that reduce play costs, in addition to the best ACE in the game, which packs a powerful deletion effect onto a card with <Scapegoat> to make it really hard to get rid of. Hasn't gotten actual support since BT16, though, so it's consistently way slower than the current standard.
- Numemon (K)
Basically puppets without the sauce. Used to be really annoying due to having access to incredibly cheap Ruin Mode, but even if all of the cards that got limited for it came off the banlist, it still wouldn't be doing anything.
- Ouryumon (KG)
By rigging and then gambling on the top deck, get free evos and play bodies for free mid-climb. Whenever you suspend on either player's turn, reactively suspend opponent bodies and fire off <De-Evolve> effects. The result is a midrange playstyle that has a lot of really neat tools but is incredibly reliant on seeing the Tamer turn 1 and also has inconsistent activation conditions for its stonks between the first and second waves of support.
- Death-X-DORUgoramon (EN: "DexDorugoramon") (MK)
Set up the trash with cards that prevent deletion by evolving from trash. This deck was the original home of <Collision> before it became a generic keyword, with effects that proc when an attack target is changed — however, 99% of the archetype's effects require the Tamer to be in sources, and currently there is only one of that Tamer and it's a memory setter. So until it gets access to a 3-cost "gain 1 memory" version of the Tamer it's not going to be doing anything.
From Liberator
- Zephagamon (G)
The protagonist deck that stole Diarbbitmon's gimmick. It has a bunch of effects that suspend opponent Digimon to do things, and then at End of Turn it swings into them for massive damage. It also features the single most generic Tamer in the game, who can give <Blocker> and <Piercing> to anything in the game at the end of the turn (and if it's an in-archetype level 5 or higher, it unsuspends), as well as a side level 5 allowing it to hatch by effect and theoretically push out every turn. Its level 7 wincon features the game's first instance of direct battle effects, a type of removal that is incredibly bullshit due to basically circumventing all forms of immunity without having any of the weaknesses implied by the attack procedure.
- Cendrillmon/Kaguyamon (YM)
Absolutely flood the field with [Puppet]-trait Digimon and tokens, using your central towers to give them all <Alliance>/<Blocker> and swing again without suspending at the end of the turn. Their effects have cost only in technicality, because the cost is "delete one of your other Digimon," and whenever that happens they get infinite stonks by playing out a bunch of others and ripping through the opponent's board. Furthermore, since the towers are protected by the infinite stonks generator that is deleting their other bodies, their defense is practically unbreakable.
- BeelStarmon X-Antibody ("Three Musketeers") (M)
Shuffle options around that place themselves into your Digimon's own evolution sources. Then, trash them from sources to activate a secondary effect. Features a Tamer that acts as a stronger version of a scramble, allowing you to play level 4s from the trash at the start of your turn. Uses Satellamon's evolution line to provide a lot of really powerful effects. However, the deck is in the waiting room because Satellamon's line is significantly stronger than any of the other support below level 6.
- Necromon (M)
By swinging at the end of the turn at the cost of blowing up the attacker, repeatedly swarm and rebuild while controlling the opponent's board. The level 7 boss card, Dullahamon, allows direct playing of level 6s from the trash. Contains defensive tools that end attacks while also being able to gain <Rush> on the bodies played out by deletion, so gameplay revolves around trying to regain turn after End of Turn timing using On Deletion effects and Analog Youth.
- Ryugumon ("Aquatics") (B)
You put your own cards into sources, you play your own cards out from sources. Features a type of protection that, when you'd be removed from the battle area, plays out sources. The level 7 boss card, Ariemon, spits out a ridiculous number of extra bodies to get a morbillion additional swings, and because of its special evo requirements, the level 6 slot is basically completely free; the various Ryugumons are useful control pieces but not strictly necessary, and MetalSeadramon ACE can be slotted in no problem with the additional benefit of <Decode> playing it out if Ariemon gets removed.
- Pyramidimon (K)
Place additional evolution sources under your tower as you climb, and OTK (and/or perform midrange control) by trashing them. When cards are trashed, gain ridiculous amounts of memory and load the cards back in, and exploit an incredibly cheap warper 5 (and an obnoxious egg that gains memory when trashed) to get an extremely fast climb. This deck's stance-change Tamer (a Liberator staple, which can replace itself with a card of the same name at Start of Main) is the strongest one in the game, as it gains memory whenever your sources are trashed for any reason, including defensively using the <Fragment> keyword that protects it from deletion by trashing sources, essentially acting as extra copies of the egg and making it really easy to steal turn.
- Medusamon (R)
Your opponent is forced to play [Petrification] tokens to their field. These tokens can't swing, and when they are deleted (such as by the memory-setter's effect), they trash your opponent's top security for you. Combine them with swarm effects that trigger when a security is removed, as well as the keyword <Progress>, which protects the stack from all opponent effects as long as the Digimon is attacking (but only for the duration of the attack), and you have a sauceful yet really fucking annoying red playstyle. The level 7 boss card has <Armor Purge> and the ability to protect any of its Digimon from deletion by deleting the opponent's Digimon.
- Ragnamon (EN: "Galacticmon") (K)
Build into a level 5 fast and then evolve it for full cost into a strong level 6 with conditional protection from all removal by sending sources to the bottom of the deck. An alternative level 6 gives up the conditional protection in exchange for global immunity, more or less solving any matchup that doesn't have <Raid> or direct battle effects. The Tamer allows for <De-Evolve> by bottom-decking sources, which is useful because many sources of immunity to Digimon effects don't prevent Tamer effects, and this procs an unsuspend or a floodgate-pop inherit. It also boasts the funniest option card in the game, which if not dealt with will instantly reduce the opponent's security to 1.
- HeavyMetaldramon (MR)
Have you ever wanted to play YuGiOh in the Digimon Card Game? By ripping your entire hand into the trash incredibly fast, you get to essentially use your trash as a hand, getting a really fast ramp and applying field-wide Security Attack, Scapegoat, and Rush effects. In addition, it can wipe the opponent's board at End of Turn timing incredibly fast, and its memory setter allows it to swing for game at EoT.
- Royal Base ("Bees") (GK)
I heard you like X-Antibodies so I put Protoform in a deck that directly benefits from having a stacked security and that lets you recycle that Protoform back into your hand at the start of your main! Get big, get loads of security, unga bunga, and kill. Features an ACE that can get as many swings as you have face-up security, by flipping a security face-down to unsuspend, as well as a primary boss monster that restocks face-up security from the trash (including in-archetype removal options) and then wipes the opponent's field.
- Hexeblaumon/Skadimon ("Ice-Snow") (BY)
Strip your opponent's evolution sources very very fast, using both your own When Evolving effects and also a Tamer who suspends to trash sources when something is played or evolved (which creates a really nasty synergy with scrambles). Unfortunately basically all of its removal consists of "swinging into opponent bodies with <Ice Clad>" which is not even close to being enough.
- Dinomon (RG)
So you get really fucking big while you're swinging (ramping mid-attack with When Attacking effects and Tamers), and then you force your opponent to only be able to attack your suspended Digimon. You also have <Fortitude>, so if they delete you, you just play yourself back out and suspend yourself again. In addition, you have ridiculous control stonks with the ability to stop your opponent's Digimon from evolving entirely as well as protect against <De-Evolve> on your own stacks, and a secondary boss monster that wipes both players' fields (thus activating <Fortitude>) when evolved or played.
- ExMaquinamon (GK)
A jogress deck that is also an Appmon deck that is also a mindlink deck. In theory, the goal is to sit on a big jogress tower with three protection links and immunity from stacked card trashing and DP reduction, however this relies on the assumption that you'll be able to get into the jogress tower without passing turn. In practice you just sit on one of the individual level 6s and pray it's enough. It isn't.
From Time Stranger
- Jupitermon (Y)
A hubris deck that, somehow, is actually okay. By adding your security to the hand, get free evos and attempt to beat down your opponent faster than you can kill yourself. The thing that makes this not ass is that every level 5 or higher has <Decode ([Aegiomon])>, meaning its reaction to being removed is to prevent removal by trashing the top security and then also playing out an Aegiomon, which turns into another level 5 on the opponent's turn thanks to the Tamer. However it's still not very good because it only has one level 4 that isn't a completely dead card, so it's in the waiting room.
- TS: Time Stranger
With limited exception, decks featuring the Olympos XII usually have archetype definitions like "[Time Stranger] trait and X color."
- Central Town: Mercurymon/Minervamon (YG)
Swing a bunch of times while giving everything <Rush>/<Alliance>/<Reboot>/<Blocker>. Minervamon features the ability to play subsequent copies of Homeros by effect, allowing her to spread the <De-Evolve> effect around and increase swarm speed, while Mercurymon just swings for game On Play (at End of Turn, due to Homeros being a busted card).
- Abyss Area: Venusmon/Neptunemon (BY)
Prevent your opponent from playing the game with their bodies with fewer evolution sources than you, while giving yourself all the protection. Ramp really fast using effects that grant warps or free evos when a Digimon unsuspends while being really defensively potent with battle deletion immunity and multiple independent sources of protection.
- Titamon + SkullBaluchimon (M)
"When a card is trashed from your hand by an effect," get an absurd amount of stonks including but not limited to bullshit memory gain, keywords and suspensions, aggro with <Security Attack> and alliance bodies, and in the most extreme case playing several extra bodies from your trash. Additionally, the swarm can lock down Tamers, solving certain matchups while using mass level deletion to clear boards efficiently.
Liberator NPC Decks: "Fields"
Fields are a concept from the old v-pets, referring essentially to a Digimon's natural habitat and the types of evolution it tends to experience. (Non-v-pet fans may recognize it from V-Tamer 01, where each of the five Tags was guarded by a Perfect-level hailing from the corresponding Field.) As they describe tendencies rather than immutable aspects, the same species of Digimon can appear in multiple Fields. Originally, there were six fields, and these are the ones the card game recognizes; two others were retroactively added during the Savers era.
In Liberator, certain in-game NPCs run themed Field decks, using the roster of the corresponding Pendulum Color v-pet. These all share certain common features: they all run a 2-cost field spell that gives a small but significant buff to all of your Digimon with the trait, they all run a 3-color jogress level 7 as their boss monster that plays out a high play cost's worth of Digimon when jogressed into, and they all run an upper end with an end-of-turn jogress effect. These decks are:
- NSp: Nature Spirits (🏳️🌈)
Boss monster: Tlalocmon (GKY)
This deck's main gimmick is an egg which allows Digimon to attack by effect when your Digimon are played, synergizing with the field spell providing generic <Alliance> and the end-of-turn jogress to potentially check 4 security in one turn. In order to do this, though, it must gamble on the topdeck having Digimon cards with different colors to play out. This becomes progressively more of a problem the more waves of support it gets where every card is monocolor green.
- DS: Deep Savers (🏳️🌈)
Boss monster: Aegisdramon (BKY)
This deck's main gimmick is a variety of effects which disable the opponent's ability to interact with the boardstate as long as the player has 1 or more memory. To this end, it runs an egg which sets memory to 1 if the player has 0 memory. The boss monster further fucks things up by floodgating [On Play] effects while the player has 1 or less memory. However, apart from the floodgating it doesn't really do much.
- NSo: Nightmare Soldiers (🏳️🌈)
Boss monster: Voltobautamon (EN: "Boltboutamon") (MKY)
This deck has access to an extremely busted Tamer that lets you jogress from the trash whenever something is deleted, synergizing with the field spell providing <Scapegoat>. Inconveniently, however, a lot of its cards are functionally completely dead.
- WG: Wind Guardians (GB)
Boss monster: Cernumon (GYB)
This deck's main gimmick is fast mid-attack evolution ramping, with its secondary boss monster of Griffomon acting as both a swarm tool and an evo enabler, and fielding additional effects that allow it to produce several additional evos in the same <Vortex> timing. Once jogressed, Cernumon is supposed to keep the board refreshed with additional mons whenever your bodies leave the battle area. However, because it has extremely strict lines that require way too many specific cards in specific orders, it never works in practice.
ME: Metal Empire (Coming in EX12)
Boss monster: Omegamon?
VB: Virus Busters (Coming in EX12)
Boss monster: Proximamon?
SW: Saiyu Warriors (Coming in EX12)
Boss monster: Shakamon?
TB: Toho Braves (Coming in EX12)
Boss monster: Enmamon?
Other V-Pet-Based Decks
Certain non-Pendulum virtual pets also have trait decks, but theirs have different structures.
- ACCEL (YG)
Boss monster: Chaosmon Valdur Arm (YG)
A jogress deck that uses the evolution lines of the components of Chaosmon in order to do big checks with Partition level 7s; the deck's main gimmick blows up its own Partition bodies (by giving them -30000 DP, thus killing them by a means other than the player's own effect) at the end of the opponent's turn to recycle the bodies and do even more checks. It suffers from the lack of a third level 3, but the upper end is extremely satisfying.
- DM: Digital Monster (🏳️🌈)
Boss monster: Varies depending on version
An unconventional stack deck that simulates the process of training a v-pet by placing cards in evolution sources face-down and scaling its effects by the number of face-down cards. Multiple variations of this deck exist because they gave each of the five versions of the DM its own trait but also made their cards interoperable.
- Ver.1 (🏳️🌈)
Boss monster: ShinMonzaemon (YM)
Focuses around direct hard aggro and placing small bodies in security, using <Security Attack +1> stacks and swarm tools to maintain offensive pressure. <Armor Purge> makes it really annoying to beat through by deletion, and since the main aggro bungus is also the failure evo, rebuilds are extremely fast.
- Ver.2 (🏳️🌈)
Boss monster: CresGarurumon ACE (BK) Black Goodstuff (K)
While the pure archetype is missing a payoff, the level 5s are really strong, in particular its failure evo in Vademon. <De-Evolve> paired with tamer bounce on a card that can be recurred extremely cheaply is obnoxious as hell, and as an inherited it also provides a redirect, so by running the Ver.2 bottom end as a base for toolboxing powerful black level 6s you can go a long way in a variety of matchups.
- Ver.3 (🏳️🌈)
Boss monster: HiAndromon ACE (KY)
Focuses around hard stall, with DP reduction, recovery, and barrier. Has very limited kill power but puts all of its effort into being unbelievably annoying to play against.
- Ver.4 (🏳️🌈)
Boss monster: Titamon ACE (MG)
Focuses around swarming, using <Scapegoat>/<Alliance> to keep the board alive and attempt offensive pressure. However, once active, the top end mostly just sits in place.
- Ver.5 (🏳️🌈)
Boss monster: Mugendramon (K)
Focuses around combined offense and defense, using a big bungus stack to pierce through enemy mons, no-sell deletions, and trash security. Note that archetypal Ver.5 is distinct from the standard Mugendramon deck, which is run as a megazoo.
- Chimairamon (EN: "Kimeramon") (🏳️🌈)
Boss monster: Chimairamon (W)
Focuses around milling yourself to fill the trash with goodstuff inherits, allowing you to summon a big Assembly body with <Rush> that rips the opponent's board in half and can swing big chungus. It has issues recurring the card that allows it to mill itself, but its delay option lets it get a decent amount of trash cycling anyway, while allowing Chimairamon to be played for 0 cost by deleting one of your own Digimon.
Decks Not Listed Above (not from anything, or are from something niche)
- Mugendramon (EN: "Machinedramon"), from World 1 (KR)
A toolboxy zoo deck that gets big and unga bungas with a wide variety of black and red [Cyborg] inherits. By copying the [On Play] effects of its cyborgs, it gains consistent access to <Rush> and protection, allowing it to become a genuine midrange deck. Features a Tamer that can redirect opponent attacks into your boss monster without blocking. Using the Ver.4 Megadramon, it can attempt to kill itself to unsuspend, detach the Megadramon to prevent itself from being removed, then evolve into Chaosdramon or its X-Antibody to re-attach the Megadra for a ridiculous amount of extra damage.
- Seven Great Demon Lords (M)
Basically Royal Knights but less bullshit, because it has extremely limited capacity for chip damage and has to bet everything on an incredibly slow finishing turn. The best way to survive against it is to either rush it down before it can do anything, which is a reasonable ask given how slowly it plays compared to the current meta, or ensure you always have 8 or more total bodies and security cards, which is relatively easy because despite basically all of its cards being sweeping removal it can really only do one thing per turn.
- BloomLordmon (G)
The deck alluded to when I described Rosemon as having "another deck's engine." The gameplan essentially revolves around going really wide for very little memory, then going into the level 6 and doing a fuck ton of checks. Hasn't seen support in a while, but it can be a dangerous matchup if you're not careful due to its status as a green goodstuff deck allowing it to steal support from any reasonably competent green deck.
- RagnaLoardmon (RK)
I heard you liked effects so I put [Hand] effects on your cards so you can get evolution sources while you gain effects. If it pops off it can do silly shit, but it mostly sees its cards used as enablers in other archetypes.
- Volcanicdramon/Metallicdramon, from Linkz (KR)
A deck whose gimmick is big [On Play] plays, while floodgating on evolution in exchange for costing 5. Its main Tamer, Hina Kurihara, suspends herself when an in-archetype Digimon evolves to use its [On Play] when evolving. Uses Dorbickmon to make explosive plays by xrossing a card on the field to use its float skill, then jogress for game.
- JESmon, from... uhh... he was in something, right? (R)
An aggro deck that plays out puppets named [Sistermon] by effects, uses them to combo off a series of free evolutions into JESmon, then performs three checks while setting up a blast and/or jogress to level 7. For some fucking reason, despite being a red deck, it gets effects from almost every color, up to and including fucking Evolution Absorb on the SaviorHuckmon. As such it needs to be constantly respected or it will blow up your entire security without breaking a sweat (and that's if you can respect it because it also has access to a side level 6 that makes its entire board immune to Digimon effects).
- Examon (BGR)
An level-skipping deck that turbos from level 5 directly into a jogress level 7 with a bunch of keywords. It features suspend-locking, forced taunting, self-restanding blockers, fast demolition of security, <Evade>, option hate, and an X-Antibody level 3 that can cheat the memory curve and enable EoT jogress for a highly consistent beatdown. The downside is that it's extremely memory-hungry, but it can easily run enough memory boosts to not care too much.
- GigaSeadramon (BK)
An honest aggro deck that boasts a fast climb using the original [X Antibody] option card, the gimmick is to <De-Evolve 2> when a body is spit out, including itself. However, the low end is super underwhelming, so it's common to use its top end as a black X-Antibody goodstuff over a different engine.
Trait Pile Decks
The trait pile decks (occasionally referred to derisively by the community as "slop pile") are archetypes entirely unrelated to the digimon they contain, and are generated purely artificially by the post-hoc assignment of a "series trait," which as the name suggests is a trait named after the series the archetype's members originate from.
- CHRONICLE (KYR)
Boss monster: Alphamon Ouryuken ACE
A pretty creatively designed deck that utilizes [When Attacking] triggers and tamer effects in conjunction with BT9 X-Antibody to turbo up the chain in breeding, allowing you to consistently push out every turn without having to worry about running out of eggs. Unfortunately, however, it's extremely reliant on seeing its exact chains, so there's very little flexibility and if a deck can no-sell the one thing it does then it's just going to fizzle.
- SEEKERS (YM)
Boss monster: Fenriloogamon Takemikazuchi ACE
An incoherent deck that doesn't work. Most of its cards are good individually in some build of the decks they support, but collectively they do not come together to form a cohesive whole. The result is a deck with an identity crisis that feels bad to run.
- ADVENTURE (🏳️🌈)
Boss monster: WarGreymon ACE/MetalGarurumon ACE
Your tamers all reduce the hard play cost of your digimon, and your digimon effects scale based on the number of colors among your tamers. When you have 3 colors, you go dummy hard with free-evo effects; each of the 5s can swing by effect when another digimon is played, and also gains <Alliance> (which it also has as an inherit). It further boasts a really annoying delay option that gives it free 5s whenever a 5 is removed. There's also a side package that lets it imitate the Alter-S climb but nobody uses that.
- HERO (RY)
Boss monster: Shoutmon X7 Superior Mode
By mixing the gimmicks of Red Hybrid, Siriusmon, Hunters, and Adventure, create an unexpectedly coherent version of the classical red slop pile. HERO can build stacks extremely cheaply, but these stacks are incredibly barebones due to the absolute lack of variety in inherits, so it basically just gives them a bunch of DP and peaces out. That said, it builds extremely fast, so if it outspeeds you, you will die.
SAVERS (Coming in BT25)
BEATBREAK (Coming in BT25)