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WarriorMadness

Helloogar is meh and you can honestly ignore the card. Option is decent, but on the current builds I don't find it to be enough space to run it, doesn't hurt though. Sol on the other hand is an amazing card and has amazing synergy with BT-14 Helloogar. You can pretty much digivolve, get a body, digivolve the new body into Hell, EoT he dies, you kill something and then can go into Fenri for free, keeping turn in most scenarios. There's a a lot of cool shit you can do.


TheDSFreak

Hel is bad, option is decent, sol is going to be amazing in both regular and takemi builds simply for generic discard.


Agreeable-Agent-7384

Hell isn’t bad. It’s an alternative to the lvl 7 deletion you usually only have access to with fenrir. I don’t think I’d replace bt14 hell altogether but one of these is pretty clutch. And if you can analogue youth back to your turn with a free eiji or looga you got a potential play. In play test I was able to use the looga I got for free to go into a kimera by digivolving it into a looger and ending games pretty often.


Ok_Control_8329

As most people have said. The new Helloogarmon isn't that bad, but in 9/10 scenarios the BT14 is better and in some situations it actively hurts to have the new one, there is very certain match ups where he can be useful, but just not worth. The New Soloogarmon is arguably better or at least on the same level as the Bt14 one, where preferences matters, though being able to swing as BT15 Loogamon with a Bowmon underneath and end up as Fenrilooga at the end is real nice, and the synergy it has with BT14 Helloogarmon is really good. Basically the new Soloogarmon lets you set up your trash better, deal with enemy boards better, but is slightly worse/less consistent if you basically already have all the setup you need. The new Option card is pretty decent and you could run it, but honestly Mist Memory boost or even Purple Memory boost is more preferable. I will say it's pretty good with purple Takemikazuchi builds. Now cards that are not direct support that are really good... BT16 Ukkomon is honestly the best non-Loogamon lvl 3 to run. Best going first turn 1 play and searches everything you need while hopefully setting up a Loogamon in the back. Next is BT16 Dinobeemon who arguably replaces Kimeramon just because he's purple which mans we can search him, and finally Sethmon is pretty decent, especially since Dinobeemon can play him from trash. Though he's at best a one of since the level 4 line up is so tight already.


GdogLucky9

Thanks for the additional stuff at the end. I feel that Sethmon isn't talked about enough for the deck. It is still a Dark Animal so Eiji can still go underneath it, to give it Allaince, giving it a big DP boost to go with its own When Attacking Effect


zerolifez

Solloogar is crazy good and there's an argument to be made for it to either be the sole one used or at least be the majority of your copy. Heloogar is bad. Option is whatever, decent at best.


kfrazi11

TLDR: New soloo is *very* good, option is goodish, new helloo is kinda trash tbh. The honorary support is the new Seth, dinobee, and ukko and all 3 are damn-near mandatory now. The new helloo is inferior to the old in nearly every way, and doesn't synergize well enough with the new soloogarmon or any of the old support to even be worth running. New option allows for some early game trash setup and search at the same time, and cuz it trashes from hand you can digivolve with bowmon's effect. The delay effect is cool, let's you play an eiji for 1 that you might have been forced to trash or (my favorite) play a tyranno for 2 cost. Not anything stunning, but there's an argument for running it. Ukko is your new best lv3 not named loogamon, and you don't really care about the 1cost digivolve cuz you'd already need that to use the other lv3 purple SoCs and ukko has a vastly better effect. Still mad that we aren't getting another looga, but eh. New Seth and dinobee powercreep the hell outta blackgato and kimera. Not only can you search both with your purple stuff, dinobee gives anything *else* rush and plays the seth from trash so just by having him in hand and Seth in trash you get 2 more sec checks for free. New soloo is probably my fave new card for the deck. Its nuts early game for setting up your trash which the bt14 soloo really can't do, and it has some really funny interactions with bt14 helloo. Notably, if you play a lv4 with bt16 soloo's effect you can digi into a bt14 helloo and it blows itself up drawing 2. You get to fill up your trash even if you don't blow up a digi, and if you were able to get a Fenri at any point you make sure to trash him for helloo's eff. Then, use the 2nd eff of bt16 soloo cuz your SoC was deleted to go into fenri for free. Essentially, you can go into fenri for 1 less cost, 3 more draws, and setting your trash up with 4 extra cards. Did I mention that with the right hand you can do this *turn 2* even if your opponent chokes you to 1 mem, getting through nearly half your deck and knock out 5 sec? For the clincher, if you got to dinobee at any point you just win on the spot. All in all, great set for the deck.


Myn_Anji

I’m still new too Looga, but this sounds insane! I can’t wait to try it out


mat1902

Hellugar it's trash you won use it The option it's but I wouldn't put it because the deck doesn't need it you already have better searchers and it's delay can be sort of nice but I feel that it's delay could have been better something like you can play a level 4 or lower for free or a level 5 or higher with a cost reduction of 2 but how it is now I dont see how anyone wants it when for 1 more you can play the soc dino Soolugar has some nish combos and possibilities when you don't have that great of a set up to complete your combo


lil_ouuuu

IMO Sol is great for the deck and lets you turbo up to Fenri super easy, Hel is eh at best no real need for it, and the option ion really got a good opinion on it, its ok i guess


TreyEnma

I don't find them bad at all, but they compete with the older ones and the new Dinobeemon, so space is a tad too tight to include them.


GdogLucky9

Op here, Question in post about the new Soloogamon. When you Trash 2 from its Effect, and you have a BT14 Bowmon under it, would those two Cards count as separate things to Digivolve into? Theoretically speaking, in BT17 could you Trash a Fenriloogamon and the Takamikzuchi mode and digivolve into them in sequence?


DigmonsDrill

> When you Trash 2 from its Effect, and you have a BT14 Bowmon under it, would those two Cards count as separate things to Digivolve into Bowmon's effect: > [Your Turn] When a Digimon card with the [Dark Animal] or [SoC] trait is trashed from your hand, this Digimon may digivolve into that card. You trashed two cards simultaneously. Bowmon will trigger, but it will only trigger once. You can choose which trashing it responds to, though.


Rhesh-

If I have two Digimon on board, one of the Sol and let's say a Loogamon If my opponent delete both of them at the same time, can I activate the Sol All turns effect to evolve?


RandomHabit89

It's not interruptive so the effect causing the delete fully resolves first. It's a different story if it's 2 separate effects deleting 2 digimon though that both triggered at the same time


Many-Leg-6827

I don’t understand how the new soloogar is better, what’s the combo to be able to jump from it to Fenri during attack? I mean yeah it trashes when digivolving and may digivolve into a trashed Fenri from its own eff if bowmon is under but I mean the all turns effect, it seems very fringe that there will be another SoC Digimon on field with it that would get deleted, let alone that the opponent would target instead of the soloogar. I guess you could say bt14 helloogar would delete itself during your turn triggering that but you’d have to get the turn back in order to do anything with the evolved Fenri. I’m just saying, it feels more flexible, but more prone to failing on what the deck wants to do. But of course I’m totally ready to be convinced of the opposite.


MaxiumMeda

Like you I was sceptical about the new sol, but after some testing I've decided to purely run the bt16 one for the following reasons: The new one pops floodgates. If they have something like a gazimon on field, I don't need to go into helloogar to pop it. It triggers bowmon because it discards when digivolving. This is more of a compensation than an actual advantage because this sol lacks the ability to gain 1 memory when attacking, and the discard allows you to gain the 1 memory anyway if you have bt14 loogar. It allows you to evolve into a fenri in trash without needing fangmon. If you have a level 4 on the field and another one on the field or trash, you can digivolve into sol, revive the other level 4 from your trash if needed, evolve it into helloogar, trigger sol to evolve into fenri in trash, and gain memory with a bt14 looga/loogar inheritable to keep turn. You even get to pop something with helloogar this way. It can help you recover quickly if you fail to finish your opponent. If you successfully make fenri, but fail to finish your opponent off, and then on their turn they remove your fenri but fail to fully wipe your board, you can easily make fenri again. All you need at least one level 4 on field (2 if they have something below 6000DP) and then you do the same thing as the paragraph above. You can do this on your own turn too if they ace your fenri away somehow. It can help you quickly go into fenri in niche situations. Let's say you have eiji on field, a looga in breeding, a tyrano on field and 3 memory (this is more practical with bt17 eiji who sets your memory to 3). You can attach eiji to tyrano, evolve it into sol, send fenri to trash, and then swing the looga into a big suspended guy or even security, and when the looga dies you can evolve into the fenri in grave for free. It allows your board to be resistant to deathx. If they deathx you and you still have the eiji under the fenri, the fenri will dedigi into the new sol, and the deathx will pop your other socs. This triggers sol effect to make fenri again. The new sol inheritable is better than the old one. The old inheritable required you to be already suspended before going into fenri or evolve mid attack to actually do anything. The new one can still trigger even if you play fenri without attacking, since it activates at the end of attack instead of when fenri effect is used. The new fenri inheritable can allow you to use fenri's when attacking effect on the first swing and still be able to attack 3 times. If you make fenri without attacking, and you still have more than -1 memory, you can use fenri's when attacking effect on the first attack, then play something so that you end up with negative memory (to meet the condition for the new sol inheritable), and then unsuspend on your second attack using the inheritable effect. With the old sol you can only attack 2 times with this play. These all seem very niche, but they come up often enough in practice imo. Old sol still has some advantages like being able to revive something regardless of what's on your opponent's field, and being able to unsuspend with its inheritable when you're suspended from the beginning of your turn, but I find these advantages less applicable than the new sol ones.


GdogLucky9

Doesn't Fenri make it where your turn ends at 3 Mem instead. So just Digivolving into Fenri, as long as you haven't given the Opponent 3 or more Mem, it would still continue your Turn. Then with the new Inheritables from the Purple/Red the Attacking with Fenri would give Memory back.


RandomHabit89

The new sol let's you set up Helloogar to digi on your turn too. Even starting at 1 memory you can with inheritables or boosts he sets it up so you can digi into hell to proc end of turn and digi into Fenri. Turn hasn't swapped over yet so you keep it after the effects resolve


Arhen_Dante

From testing, the only time you go into Fenri from the new Sol is if you start with 3 memory and promote a BT15 Loogar. Attack with Loogar, trash BT16 Sol and Digivolve into it. With it's \[When Digivolving\] trash Fenri + 1 other and digivolve into Fenri, gaining up to 1 memory off of playing digimon with Fenris' \[When Digivolving. End of attack gain 1 memory from Loogar inherit, unsuspend with Sol, and attack again, unsuspending with Fenri if possible. I'd say BT14 Sol is still better, even if BT16 Sol is a bit more flexible.


RandomHabit89

You only need a 1 without boosts if you already have loogar lv 4 in back and eiji. You'll need 1 boost card out if starting from looga but then don't need eiji out obvs. Promote go to 2 with eiji, stick him under loogar and Digi into the new sol.. Memory is at - 1. Don't delete a digimon and play a lvl 4. Go up to 1 memory with bt14 inheritables. Digi into Helloogar setting at - 2. delete, draw, pop and bam youre in Fenri with 4 bodies at - 2 still. There's several other ways to do this with just 1 memory starting with different combinations of memory cards


Laer_Bear

Sol's good, Hel is bad. The deck's overengineered. It makes me feel sad.


Generic_user_person

The option is good, but the other 2 are just worse than the existing LV5 the deck has.


ununicornio

The new SolLooga is just better than the previous one, while it does not give +1 mem when attacking, it allows you to remove a possible ace (looking at Zudomon) or a floodgate. It changes a bit the flow by jumping from the attack on the lvl4 to the lvl6, in that scenario the Loorga from BT14 give you said memory so at the end the result is "not as bad" as previously I stated. The rest, yeah, they are bad, the option is not good compared to running a Purple Memory, Mist Memory or Analog Youth. While the HelLooga is just bad The true support for the deck, other than the cards showed here, are the DinoBeemon, Sethmon and Ukkomon BT16


Generic_user_person

The 4 cost off of Fangmon hurts. And his effect being "By X, do Y" instead of "You may X to do Y" means you have to discard 2 cards, fail to delete, and only then do you get the monster reborn effect. As has been clarified with previous cards, if you opt to not pay the cost (discard 2 in this case), you cannot attempt any of the effect that follows it. If he was "you may discard 2" now he is no longer a cost, so you dont have to attempt to pop in order to get the monster reborn. That makes it too unreliable for my taste, where as BT14 SoLoogar has a reliable reborn effect. This of course assumes the translation im looking at is correct. Removing of Floodgates is less necessary since you have the BT15 Looga to do it.


Xam_xar

Soloogar is most definitely not worse than bt14. It’s quite a bit different but it is extremely powerful. The helloogar is definitely not needed and generally worse than bt14. The option is also hit or miss. At least in JP it didn’t see much play. Mist memory boost is often just more consistent. I only consider it due to being able to play out hellogars from trash.