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 Theory: Suprise Utility of +2 Memory Tamers


Introduction
Asides from the obvious the a generic +2 memory is better than setting yourself to 3 memory, for it doesn't let your opponent play with 6 memory. The +2 mememory tamers all comes with their own specific condition, some harsher than others. Today i will be talking about how the specific conditions are actually very easy to meet and the secondary effect is not as important as one might think.

Sora & Joe

Sora & Joe's secondary effect is indeed powerful, but little deck can benefit from it unless you build around it. However its condition for +2 memory, an opponent digimon with no digivolutions, is decievingly easy to trigger even in a deck without any source removal methods. Lets take a look at the current BT05 decks below.

-Yellow: Lordknight, spams summoning, always has a sourcless target. Impossible for them to completely play around Sora & Joe, for it means not attacking with Lordknight.

-Green: Non-existant, typically digiburested lv6s, 2 cost lv3s that was used as memory fodder.

-Blue: Hexeblau, fading out due to inability to make proactive plays, but no particular targets. Imperialdramon, 2 cost lv3s and hard summoned Paildramons. Garuru, hard summoned Gabumons from using Nokia and lv4s from BT1-Metalgarurumon.

-Red: Shoutmon, no particular target. Wargreymon, hard summoned Agumons from using Nokia

-Purple: whatever variant you play the entire purple theme is designed around having lv3 as destroy fodder. 

-Black: Diaboru, tokens. D-Brigade, D-brigade lv3s. 

As we can see, its actually not that hard to proc Sora & Joe, also counters the typical summon 2cost lv3 pass turn. Expecially when yellow is so dominant. The remaining question is, is it worth it. A 4memory cost is certainly very steep, but if your deck is control based, this 4 memory cost doesn't matter at all for you aim to let the opponent build a board and you proceed to punish anyways.

Click link for example of Sora & Joe in non-blue deck:https://digimontcgdecks.blogspot.com/2021/03/tournament-report-lordknight-yellow-big.html


Tai & Matt

A clearly much easier condition for +2 memory, except for against the super rogue rookie rush. The +2 memory shouldn't deter your opponent, from playing their own win cons, and if it does, free win for you. However it is much less consistant because we usually aim to remove lv6 threats as soon as possible, for they are usually the win cons. Lv6s usually take atleast 2 turns to setup and it doesn't trigger Tai & Matt if in breeding, making it going on and off constantly. Easy to fit in if you are playing any omnimons.


Izzy & Mimi

The worst of the 3, the only way of opponent have a suspended digimon is them attacking (unless you are playing green), vast majority of the time only a lv6 will attack and not die. Thus it falls into the same problem with Tai & Matt, having to remove the lv6.


Conclusion

Control decks should consider running Sora & Joe and Tai & Matt, for they can secure 5 mem along with the usual 3 mem tamer. Watch out for future +2 memory tamers they might be even better!


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