The previous article was for the rules, and this one is for an
in-depth look at the cards, what they're used for, what would be the
best ways to use certain cards, and so on... As stated in the last
article, this article will be updated with new info when it's made
available. (New info coming soon; check official erratas and
clarifications in the meantime, as these articles are no longer
But now, on to the cards!
The order the cards will be looked at is Digimon
, and Digivolve
The Digimon cards each have several parts
to them (Attack power, Defense power, Level, Digimon name, Special
Effect, Digimon Group, Attack name, and Digivolution Requirements), 4 levels
(Rookie, Champion, Ultimate, and Mega), and 3 strengths
(Attack power, Defense power, and Special Effect).
We'll start off with Rookie Digimon
As you know from reading the previous article (if you did read it),
Rookie Digimon are the only ones who can be brought Online during the
Bring Online Phase, and are the base from which all other Digimon
Digivolve from. Because of this, Rookie Digimon are probably the most
important in the game, especialy early in the game. Rookie Digimon
should also make up about 1/3 of all the Digimon cards in your deck,
and should be about 1/5 of the cards on your entire deck. Too few
Rookies in a deck is a very bad thing, I can assure you.
It seems that the balance of a Digimon's powers is slightly
different from level to level... As you know, a Digimon has 3 main
strengths: Attack power, Defense Power, and the Special Effect. On
Rookies, it seems that when one of those powers is strong the other 2
is weak, and when the Special Effect is strong the Attack and Defense
are averaged out, unlike some cards who have a high Attack and weak
Defense or a weak Attack and high Defense.
It has been said that 'The best Defense is a good Offense', which
is true most of the time. However, it's not always possible for a
player to have a continual offense (or always be on the attack) in this
game. That's why it's a good idea to have a balanced mix of Rookie
cards with both high attacks and high defenses. I would avoid Rookies
with a balanced Attack and Defense power, unless it's nessesary,
because the Attack and Defense power usualy tends to be low enough so
that they can't do or take much damage without a power boost (and power
boosts generaly only last 1 attack unless it's provided by a Special
Effect). It's also a good idea to have cards to make up for your
It has also been said 'Never put all your eggs in 1 basket'
(which simply means you should diversify so that if something goes
wrong you're not left with nothing). The same is true in this game... :
There are 3 different ways to boost a Digimon's Attack and Defense
powers -Special Effect, Digi-Destined cards, and Digi-Modify cards
(I'll go into them a little later on in the article).
generaly more powerful than Rookies is some aspect, whether it be a
boosted Attack, Defense, or Special Effect. I can't say what exactly is
boosted as a generic standard since Champions can usualy come from 1 to
3 different choices of Rookie, depending on the card. Champions usualy
tend to have a better or more useful Special Effect though...
The power balance of Champions is pretty much the same as
Rookies' power balances, except that Champions tend to have an Attack
and Defense power that's pretty much equal when their Special Effect
isn't all that good (except for strong Champions like Gatomon who has a
decently high Defense, slightly weaker Attack, and a Special Effect
that raises her Attack to decently high as well as the Attacks of all
your other Animal Digimon). The Digimons' powers don't seem to increase
*too* much from level to level, although the Special Effects seem to
get better the higher level your Digimon is...
I suggest having the same amount of Champions in your deck as
Rookies, or less Champions, but I advise against having in more... Like
Rookies, Champions should make up about 1/3 of your Digimon cards and
1/5 of the total cards in your deck.
have the same power balance as Rookies, but with noticably higher
powers... Ultimate Digimon also usualy only have about 2 to 3 Digimon
in their Requirements (half of them have 2 Digimon and the other half
has 3, on average) -there's only 1 Ultimate in the game so far that has
a single Digimon in it's Requirements.
I suggest the amount of Ultimates in your deck being half the
amount of Champions you have, unless you have a realy good strategy and
you know exactly what you're doing (or almost exactly, anyway). If you
want more Ultimates than half, I suggest having less Megas then.
Ultimates should be about 1/6 of all the Digimon in your deck and 1/10
of the total cards in your deck.
stronger than all other levels below it, and tend to have an Attack and
Defense around the 1500 range. It also seems that this is averaged out
across the Attack and Defense power so that if one is higher the other
is lower, like DM-013 Imperialdramon (Fighter Mode) having an Attack of
1900 and a Defense of 1000, or DM-102 Diaboromon having an attack of
1900 and a Defense of 1200. Megas also tend to have a decently strong
Special Effect regardless of the strength of their Attack and Defense
It also seems to me that the better a card is the higher the
rarity on the card (making the powerful cards harder to get in the
Booster packs than the average or weak cards). However, this is not to
say that average or weak cards can't make a good deck... If you know
how to use the cards wisely, what combos to pull when and with what
cards, and the right timing to play Digi-Destined and Digi-Modify cards
for maximum impact, your deck can be good regardless of how rare the
cards are that are in it. There will be more on some combos later on in
Digimon cards also have different coloured frames to show the
difference between levels.. I'm not going to go into that since the
cards also say which level the Digimon is without having to look at the
The Digimon Group
card is worth mentioning, not only because the background of the card's
pic represents that card's Digimon Group, but because certain Special
Effects and Digi-Destined cards effect Digimon from certain Groups. For
example, some Digi-Destined cards give a power boost to all your
Digimon in the Attack Row of a certain Group, while other Digi-Destined
cards can give a power boost, but only to 1 Digimon.
For example, DD-001 Tai can give a +500 Attack boost to any 1
Digimon in your Attack Row. DD-008 Matt gives a +500 Attack boost to
all the Digimon in your Attack Row from the Insectiod, Reptile, and
Mammal groups. What's the significance of this? Well, I've found that a
good deck may contain Digimon from various Groups, and if you have a
Digi-Destined card that gives a power boost to all the Digimon in your
Attack Row of certain Groups, and your deck happens to have many of
those types of Digimon in it, you can play, say, 2 Digi-Destined cards
to give all the Digimon in your Attack Row of the specific Groups a
+1000 Attack. Since you're allowed up to 4 Digimon in your Attack Row,
it's a little better than playing 8 Digi-Destined cards that increases
any 1 Digimon's Attack by +500 to achieve the same result.
A Digimon's Level
and Digivolution Requirements
work together most of the time. The higher level the Digimon is, the
more powerful it usualy is. The Digivolution order is usualy Rookie to
Champion to Ultimate to Mega, although Gatomon can Digivolve to a few
other Champions (what I consider a glitch in the game) and Megas can
'Digivolve' to more powerful Megas, like DM-033 Gallantmon + DV-005
Grani = DM-104 Gallantmon (Crimson Mode).
Rookies don't have Digivolve Requirements as they can be placed
directly into the Digivolve Row during the Bring Online Phase. However,
Rookies *do* have 4 Digimon in brackets in their Digivolve Requirements
box... This is to show a Rookie's 'true line
' for Special/Warp Digivolution. A Special Digivolution
is done by placing the Rookie, as well as the Champion, Ultimate, and
Mega whos name appears on that Rookie's card, all in 1 free slot in the
Digivolve Row during the Digivolve Phase. That Rookie, Champion, and
Ultimate then goes Offline and the Mega remains in that slot in the
Digivolve Row. You also get 500 Data Points added to your total Data
Points every time you make a Special/Warp Digivolution. One question
that seems to be asked alot is if you need a free slot for each card in
a Special Digivolution. The answer is 'no' -all 4 cards in a Special
Digivolution get played from your hand during the Digivolve Phase to
the same free slot in your Digivolve Row.
At this point in the game (series 1 -Eternal Courage
), the only Requirement for a Digivolution
is that the, or one of the, Digimon whos name is on the next-level card
must be in the Digivolve Row (and if the Digimon is Champion or higher,
you must not have Digivolved to it during that turn. You may only
Digivolve a Digimon 1 level per turn unless the Digivolution is done
through a Special Effect, like DM-001 Impmon's Special Effect or with
the help of a Digivolve card, which allows you to skip a level or 2
when Digivolving). The only exception to this getting from DM-033
Gallantmon to DM-104 Gallantmon (Crimson Mode) because Gallantmon
(Crimson Mode) specificaly states in it's Digivolve Requirements that
you need Gallantmon + Grani. The only Grani card in the game so far is
DV-005 and can only be used to Digivolve Gallantmon to Gallantmon
(Crimson Mode). More on Digivolve cards later on.
It's important to note that you may only make 2 Digivolutions in
the Digivolve Phase per turn, whether they be Special/Warp
Digivolutions, Regular Digivolutions, or Digivolutions aided by a
Digivolve card. It's interesting to note that you may bring Online up
to 2 Rookie Digimon in the 'Bring Online Phase' and still do up to 2
Digivolutions (like Special/Warp Digivolutions) in the 'Digivolve
Phase'. If you Do decide to bring Online 2 Rookies and also do 2
Special Digivolutions, then you'd have 4 new Digimon on your playmat in
that turn instead of just 2 (or 3)...
Some of the Digimons' Special Effects
may not make perfect sense... It's a good idea to remember that a
Digimon's Special Effect works on common sense rather than 'lawyering
rules', so an Effect may still be active on a Digimon after the Digimon
who the Special Effect belongs to is Offline, like DM-001 Impmon's
Special Effect (And I feel that I should note here that the Ultimate
that Impmon Digivolves to with it's Special Effect may not attack or
use it's Special Effect on the turn of the Digivolution. If the Special
Effect triggers when the Digimon is attacked, then it can still be used
since you can't be attacked during your turn and the the effect of
Impmon's limitations on the new Ultimate is gone by the end of your
Other things to remember about a Special Effect are: Special
Effects are meant to be self-explanatory. If the Special Effect isn't,
then it has to be activated at the start of your Attack Phase before
any of your Digimon launch an attack. It lasts until the end of your
turn, unless it boosts a Digimon's Defense power or does something
during an opponent's turn (then it would last until the start of your
next turn). Either way, you'd have to re-activate it at the start of
your next Attack Phase, if you so desire. If you have to choose a
Digimon or opponent to activate it on, that gets chosen at the start of
your Attack Phase when you activate the Special Effect. (Remember, this
only applies to Special Effects that aren't already self-explanitory)
For Special Effects in Multiplayer games
if the Special Effect effects 'the opponent', it means 1 of your
opponents -you choose which one when you activate the Special Effect.
Special Effects that effect 'all the opponent's Digimon' can only be
applied to all the Digimon of 1 opponent, not all the Digimon of all
opponents or a few Digimon from each opponent. Special Effects that
apply to one of the opponent's Digimon apply to any 1 Digimon belonging
to any opponent.
There are some rather good combos that can be pulled with Modify cards
when used together in the right combination and timing...
Modify cards can do a range of different things, including (but not limited to):
Allow you to draw cards.
Stop your opponent from drawing cards (or as many cards).
Stop your opponent from performing an action, or limiting the action than can be performed, in a phase.
Add extra Data Points to your total, usualy with a price of some kind.
Make your opponent Offline one or more Digimon or Discard one or more cards, usualy with a price of some kind.
Add Attack power or Defense power to one, or all, of your Digimon.
Allow you to perform the same action as your opponent during your opponent's turn in a specific phase.
Change the location your opponent sends one or more cards too or draws one or more cards from.
And the list will probably grow as more cards are released.
One thing to remember is that the Modify cards are meant to be
self-explanitory too. Also, once a card is played there is no
take-backs -the action(s) must take place. Some cards, like MD-012
Gatling Arm, requires your opponent to perform an action and you to
recieve an action, like your opponent having to discard 1 card from
his/her hand and you getting 500 Data Points. In a case like this, you
recieve the action whether or not your opponent can perform the action
(if your opponent doesn't have any cards in his/her hand to discard,
you still get that 500 Data Points).
For Multiplayer games
any Modify cards that effect 'the opponent' only effects one of your
opponents, not all of your opponents -you choose which opponent when
you play the card (if the card is played during your turn). If the card
is supposed to be played during the opponent's turn, it effects the
opponent whos turn it's played in.
cards basicaly add Attack or Defense power to one or more of your Digimon in the Attack Row. Boost Attack
cards add +350 Attack, +500 Attack, or Attack x2 (double's the attack
and any other bonuses). It seems that +500 Attack cards are the only
type that can add Attack power to any 1 Digimon or to all Digimon of a
certain Group -all other Boost Attack cards only effect 1 Digimon in
your Attack Row. Boost Attack cards last for a single Attack, and cards
that increase more than 1 Digimon's Attack Power gives each of the
appropriate Digimon the power boost for 1 attack (since a Digimon can
only attack once per turn, the power boost lasting only 1 attack is
+300, +400, or +500 Defense, and only last 1 attack (with the exception
of DD-020 Mimi which lasts a full turn). Why is that siginificant?
Because a Digimon can be attacked more than once, as long as it's not
by the same Digimon each time. Of course, to be able to be attacked
more than once in a single turn the Digimon would had to have survived
the previous attacks...
I should note here that the Digiqueue
rules only apply to situations where both players are playing cards
and/or activating Special Effects in response to other cards and/or
Effects done by an opponent. If a player is playing cards and/or
activating Special Effects without anything to do with any other
player, then each card and Effect resolves in the order it's done in.
For an example: Say you have a Digimon in your Attack Row with an
Attack Power of 1000. Now you play a +500 Attack card, then a second
+500 Attack card, and then an Attack x2 card (before you've launched
any attack). Your Digimon's power would raise to 1500, then 2000, and
then double to 4000. Why? Because what you've done had nothing to do
with any other player, so the cards and their effects resolve in the
order they're played.
Now let's say that you decide to use your Digimon with an Attack
of 4000 to attack an opponent's Digimon who has a Defense of 1700. You
call the attack and your opponent plays a +500 Boost Defense card. Then
you play a +500 Boost Attack card, your opponent plays another +500
Boost Defense card, then you decide to pass on playing anymore cards,
and your opponent plays another three +500 Defense cards.
Because there's been interaction with another player now, the
Digiqueue rules apply. The last card played was your opponent's three
+500 Defense cards, so your opponent's Digimon's Defense power raises
to 3200. Then your opponent's other +500 Defense card activates card
activates raising your opponent's Defense to 3700. Then your opponent
+500 Attack card activates raising your Digimon's Atack power to 4500.
Then your opponent's +500 Boost Defense card, the first played in the
Digiqueue, activates raising your opponent's Defense power to 4200.
Also notice how each player takes turns playing cards, and only
one card each until one of the players passes? I did it that way for
this example only. According to the Digiqueue rules, "Players take
turns playing cards that activate effects.", and since it says 'cards',
which is plural, a player may play more than 1 card before the opponent
decides to play another card. Only after all the players that are
involved in the Digiqueue have passed do the cards played in the
Digiqueue resolve. This goes with the Digiqueue rules in the second
paragraph of page 16 of the rulebook.
The Digimon Collectible Card Game uses a "Last In, First Out"system to
resolve effects that are triggered in response to other effects.
Players take turns playing cards that activate effects. Once both
players have passed, the effects resolve from last played to first
played. After being played, all cards are discarded to the owner's
I should also note that Digimon whos Special Effect activates
when the Digimon is attacked activates directly after the attack is
called and before any cards are played. Also, if the Special Effect
states that you may draw x amount of cards when your Digimon is
attacked, the cards may be drawn directly after the attack is called
and before the attack is resolved, thus allowing you to potentialy use
the cards you've just drawn to keep your Digimon from being defeated.
In Multiplayer games
it's a good idea to have a bunch of Defense-boosting cards and/or
Digimon with a Special Effect that boosts another Digimon's Defense.
Why? Because unless you're in a Team Game with another team of an equal
number of players as your team, you're going to be defending more than
you're going to be attacking (since you'd be up against more than 1
opponent). It's also a very good idea for players on the same team to
have decks that compliment each other so that both players can work
together instead of trying to defeat each opponent alone. Teamwork is a
very powerful thing, and can be the difference between a win and a
loss. I'll have more on 'Multiplayer' and 'Team Decks' in the next
obviously, used for Digivolution. All the Digivolve cards in series 1,
except DV-005 Grani, can be used to Digivolve to any Digimon of the
higher level mentioned on the Digivolve card (Digivolve cards are meant
to be self-explanitory too). Remember, you have to have enough cards in
your hand to discard for payment for using the Digivolve card or you
can't use it.
No, you cannot discard the Digivolve card you're using as part of that Digivolve card's payment.
cards and Digi-Modify
cards should each be about 1/5 of the cards in your deck. I can't tell you how many Digivolve cards
should be in your deck since you're only allowed a maximum of 5
Digivolve cards in your deck at this point in the game, but if you're
going to include Digivolve cards they should take the place of some of
your Digi-Destined and/or Digi-Modify cards -not in place of your
Digimon cards (unless you have less Digimon cards in your deck than
suggested and you know exactly what you're doing).
There are various combos
that can be made, some better than others in certain situations...
For example, if you use DM-032 Antylamon's
and/or DM-065 Karatenmon's
Special Effect and/or MD-011 Big Bang Hammer
you can do some serious damage to your opponent's hand. However, your
opponent would be drawing 2 cards at the start of his/her turn, so the
damage isn't lasting... Except when you play MD-016 Mysterious Wand
too. That stops your opponent from drawing any cards during his/her
'Draw Phase' leaving him/her with whatever cards are left in his/her
hand to work with during that turn.
Then again, there are Modify cards than can be played during an opponent's turn to increase your hand... MD-009 Spiritual Crystal
allows you to draw 1 card for every Digimon in your opponent's Digivolve Row, and MD-001 Red Virus Bean
allows you to draw 1 card for every Digimon in your opponent's Attack
Row. If you have few, or no, Digimon in your Attack Row, your opponent
may take the opportunity to move their Digimon so that there's 4 in the
Attack Row for a massive assult. Since Spiritual Crystal gets played at
the end of your opponent's 'Bring Online Phase
you get to draw cards before any Digivolution is made (which may be
siginificant for the rumored DNA Digivolving that could be in series
2), and Red Virus Bean gets played at the end of your opponent's 'Move Phase
', so it's before your opponent has a chance to attack.
Because you're allowed up to 3 copies of both MD-009 Spiritual
Crystal and MD-001 Red Virus Bean, that means 3 copies of each you can
play in a single turn, which can possibly increase your hand size
dramaticaly. Also, since you get to draw the cards for Red Virus Bean
before your opponent can carry in with his/her turn, you may draw a MD-007 Aero Wing
or MD-018 Ice Arrow
of which you're also allowed 3 copies each, and which can be played at
the end of your opponent's 'Move Phase' too thus stopping your opponent
from attacking. In a case like that, which has happened to me before,
the opponent thinking he's/she's taking a great opportunity to score
some Data Points can be used to your advantage and increase the cards
in your hand while stopping the opponent from attacking, thus costing
you no damage. It was once said 'Turn your weaknesses into
Another way of turning your weakness into strengths, or at least trying for a good bluff, would be with DM-007 Patamon
or any Digimon with a similar Special Effect. Because that Special
Effect gives an extra Bonus to any Digi-Destined Boost Defense card you
play on that Digimon, it's rather good as a strategic Digimon if you
have any cards in your hand. If you're low on cards and don't want your
Digimon to get defeated, you can move all the Digimon you want to keep
safe to the Digivolve Row (within the limits of the rules), except
Digimon like Patamon. The smart opponent will be able to see what
you're up to with Patamon's Special Effect and either think you're
bluffing and attack or not attack to be safe incase they don't have
enough Boost Attack cards to make up for the high Defense you may
But the great thing is that you may or may not be bluffing, and
they wouldn't know (especialy if you look worried when you play this
strategy so they thing you're bluffing, but then find out when it's too
late that you're not). However, I advize caution when using any
strategies, combos, or anything of the like. For example, it'd be a bit
unwise to try the Patamon strategy when your opponent has a Digimon
like DM-074 Aquilamon
in his/her Attack Row that stops you from playing Digi-Destined Boost Defense cards...
Another strategy that works is playing MD-027 King Device
when your opponent has little, or no, Digimon on their Playmat and/or
when you've reduced their hand size somehow (possibly with the first
strategy I mentioned).
Playing MD-029 Knight Device
(and possibly MD-028 Rook Device
when you have Digimon in your Attack Row that get a Defense bonus when
attacked by an Animal Digimon may be a good way to prevent your
opponent from attacking. However, if your opponent decided to attack
anyway, having some Boost Defense cards handy to make sure your Digimon
doesn't get defeated is a good idea.
There are plenty more combos and stratagies that can be played,
but most of them are deck-specific. Try reading through all of the
cards and seeing what you can do the most with when making a deck.
It'll pay off, especialy when you 'think outside the box'. ;-)
Although, I will have a few stratagies and combos for decks in the next
article, since it'd be about deck combinations and all.
Hope this helps someone. :-)