MirageGaogamon: Burst Mode Preview for Booster Set 13

MarcFBR

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The Digimon Card Game Twitter has updated with card previews from Booster Set 13 VS Royal Knights. This time it's MirageGaogamon: Burst Mode.

MirageGaogamon: Burst Mode we get dashing ahead with a front view we don't always get for the character in art.


Previous previews for Booster Set 13 VS Royal Knights:
US Packaging
V-Jump Previews- Savers & Royal Knights
Craniummon & End Waltz
Hackmon, BaoHackmon, & SaviorHackmon
Jesmon & Gankoomon
Yggdrasil_7D6
Masaru & Agumon
RizeGreymon
Dorimon & Dorumon
Dorugamon & Doruguremon
Alphamon
Chapmon & Kamemon
Gwappamon & Hiroshi
Kyaromon, Kudamon, & Satsuma
Reppamon & Tyilinmon
Promo Poster- RhodoKnightmon, Rosemon, & 3rd Anniversary Update Pack- Dracomon & Destromon
Sleipmon
Angoramon & Jellymon
SymbareAngoramon & TeslaJellymon
Lamortmon & Thetismon
GeoGreymon & ShineGreymon
ShineGreymon: Burst Mode
Gotsumon, Gladimon, & Giromon
RhodoKnightmon & Dynasmon
ProtoGizmon
Gizmon: AT & Gizmon: XT
Gaomon, Gaogamon, & Touma
MachGaogamon & MirageGaogamon

Booster Set 13 VS Royal Knights is out February 24th, 2023.



We have early details for Booster Set 13 VS Royal Knights.

We have clean card images from Booster Set RB-01 Rising Wind, Tamer Battle Pack 16, Special Promo Pack 2023 v1, Frontier 20th, & Ghost Game Promos.

And images from previous Digimon Card Game releases:
Starter Decks 1, 2, and 3, and first 10 promo cards
Booster Set 1 New Evolution
Booster Set 2 Ultimate Power
V-Tamer Promo Cards
Purple/Black Promo Set
Tamer Battle Pack 1 and Tamer Battle Winner's Card
Booster Set 3 Union Impact
Starter Decks 4, 5, & 6, plus Tamer Battle Pack 2 & winner's Card 2, & 1st 2 scene vote cards
Booster Set 4 Great Legend, Tamer Battle Pack 3, 3rd Scene Vote, Dark Digimon Promo Pack, & Apparel Cards
Booster Set 5 Battle of Omega, plus Tamer Battle Pack 4, 4th Scene Vote, & Vital Bracelet Pack-In Cards
Starter Decks 7 & 8, plus Delay Promos, Tamers Battle Pack 5, 1st Anniversary Promos, & Pulsemon
Booster Set 6 Double Diamond Cards, the 1st Anniversary Adventure Pack, and more
Booster Set EX-01 Classic Collection, plus Tamer Battle Pack 6 & 7, Tyranomon & dual Zeromaru Promo Cards
Booster Set 7 Next Adventure, Campaign Cards, & Tamers 20th Promo Cards
Starter Decks 9 & 10, plus Tamers Battle Pack 8, Ghost Game Promos, Online Promos, Tamers Evolution Box 1, & Amazon Starter Promos
Booster Set 8 New Hero, Starter Deck 11, plus Tamer Battle Pack 9 & Event Cards
Booster Set 9 X Record, plus Battle Pack 10, Special Promo Pack 2022, Update Pack, & Evolution Box 2
Starter Decks 12 & 13, Luxury Finished Tamers, plus Battle Pack 11
Booster Set 10 Xros Encounter, plus Battle Pack 12, Special Promo Pack 2022 v2, & Evolution Cup Cards
Booster Set EX-03 Dragon's Roar and Survive, DC-1, Memorial, Battle Pack 13, Illustration, & Espimon Promo Cards
Booster Set 11 Dimensional Phase, Battle Pack 14, & Special Promotion Pack 2022 Version 3.0
Booster Set 12 Across Time, plus Survive Promo Pack & Madanhai Cards
Starter Deck 14, Battle Pack 15, plus Siriusmon & Ritsu Promo Cards
Booster Set EX-04 Alternative Being
 

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Dynamicmon

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so the previous evolutions wanted to add more cards to the opponent's hand
this one wants you to put some back so it can attack again. it's not once per turn, so it gives me bt11 ulforce/ulforceX vibes if you got a bunch of thomas tamers out
 

Bancho

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unfortunately, no matter how good the payoffs are, giving your opponent such extreme card advantage means your opponent can have every piece of their win condition at any time. I'm not confident in this evolution line's strategy on paper but I would love to be proven wrong. If anything, a deck that gifts your opponent free draws is the perfect amount of fun for casual table top play, especially if we get cards in the future that allow you to place your cards in play under your opponent's control for even more gift giving whacky strategies


MirageGaogamon: Burst Mode
Mega | Data | Beast Knight
[Burst Digivolve: By returning 1 [Thomas H. Norstein] in play to its owner's hand, digivolve for 0 from [MirageGaogamon]. At the end of the turn you Burst Digivolved, trash the top card of this Digimon]
[When Digivolving] Return 1 of your opponent's Digimon to its owner's hand. Then, for every 4 cards in your opponent's hand, gain 1 memory.
[When Attacking] If your opponent has 9 or more cards in their hand, you may select cards in your opponent's hand without looking and have your opponent place the cards at the bottom of their deck until there are 8 cards left in their hand. If you do, unsuspend this Digimon.
 

cactus_judy

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how effective this is really depends on how fast you can meet its conditions, right? gifting is not usually an effective strategy in 1v1, but if you can kill them before they get to use the cards you gift them, then who cares? Very interesting mechanics.
 

D O R U g o r a m o n

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Oh, nice he he has no limit to the number of times he can unsuspend so long as theres a way to give your opponent more cards. Pretty decent payoff for giving your opponent a bunch of cards with the rest of the line.
 

Sparrow Hawk

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Hm? New artist? And that effect is pretty unique.
 

Mattman324

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unfortunately, no matter how good the payoffs are, giving your opponent such extreme card advantage means your opponent can have every piece of their win condition at any time. I'm not confident in this evolution line's strategy on paper but I would love to be proven wrong. If anything, a deck that gifts your opponent free draws is the perfect amount of fun for casual table top play, especially if we get cards in the future that allow you to place your cards in play under your opponent's control for even more gift giving whacky strategies
Since a lot of it involves gaining memory, you're also restricting their ability to make plays. Decks like that can work - MtG had an ancient deck called Owling Mine whose whole purpose was heavily restricting what the opponent can do while giving them a full hand, for instance, and it was the best deck at at least one tournament - but the central issue is that strategies like this end up folding in their entirety to aggro strategies as they can't really stop them.
 

cactus_judy

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unfortunately, no matter how good the payoffs are, giving your opponent such extreme card advantage means your opponent can have every piece of their win condition at any time. I'm not confident in this evolution line's strategy on paper but I would love to be proven wrong. If anything, a deck that gifts your opponent free draws is the perfect amount of fun for casual table top play, especially if we get cards in the future that allow you to place your cards in play under your opponent's control for even more gift giving whacky strategies
Since a lot of it involves gaining memory, you're also restricting their ability to make plays. Decks like that can work - MtG had an ancient deck called Owling Mine whose whole purpose was heavily restricting what the opponent can do while giving them a full hand, for instance, and it was the best deck at at least one tournament - but the central issue is that strategies like this end up folding in their entirety to aggro strategies as they can't really stop them.
the main difference between this and kamigawa-era turbofog decks is they had several inexpensive ways to stop themselves from dying, often as a reaction to whatever strategy the opponent was playing. Its similar, sure, but this is clearly meant to combo off after giving the opponent a bunch of cards, and if you don't succeed at that, there's no way to postpone dying afaik.
 

Mattman324

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the main difference between this and kamigawa-era turbofog decks is they had several inexpensive ways to stop themselves from dying, often as a reaction to whatever strategy the opponent was playing. Its similar, sure, but this is clearly meant to combo off after giving the opponent a bunch of cards, and if you don't succeed at that, there's no way to postpone dying afaik.
Owling Mine didn't play fogs, the closest it had to those was the combination of Gigadrowse and Exhaustion. It stopped the opponent from playing things because most decks in Kami-Rav Standard at the time were slower - and helped cause the rise of Zoo, which it had no way of countering because the deck got destroyed by aggro, and faded from existence thanks to that.
 

cactus_judy

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the main difference between this and kamigawa-era turbofog decks is they had several inexpensive ways to stop themselves from dying, often as a reaction to whatever strategy the opponent was playing. Its similar, sure, but this is clearly meant to combo off after giving the opponent a bunch of cards, and if you don't succeed at that, there's no way to postpone dying afaik.
Owling Mine didn't play fogs, the closest it had to those was the combination of Gigadrowse and Exhaustion. It stopped the opponent from playing things because most decks in Kami-Rav Standard at the time were slower - and helped cause the rise of Zoo, which it had no way of countering because the deck got destroyed by aggro, and faded from existence thanks to that.
You're right, my bad. I was confusing it with the RtR era, which still relied on communal draw effects but to a much lesser extent.
 
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