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Where would you suggest I begin in the hack so as to begin building a portfolio. I selected Agumon and Friends and I'm having trouble fighting anyone.
Where would you suggest I begin in the hack so as to begin building a portfolio. I selected Agumon and Friends and I'm having trouble fighting anyone.
That's where people like myself can come in and assist. I'm not claiming to be an expert, but I'm no slouch when it comes to creative writing, plus I'm interested in learning how to conduct the game design and coding aspects of romhacks.
But that all is neither here nor there, as this is a Digimon TCG discussion thread. On that note: I'm apparently hot garbage and have no idea what I'm doing in game. Anyone got any pointers for a complete TCG Newb?
Just sharing the most annoying deck I created 'til this date:
Meramon's Prison
Spoiler:
[Energy: 16]
8x Fire Energy
2x Lightning energy
2x Dark Energy
[Digimon: 10]
3x Candlemon
3x Meramon
2x Hawkmon
2x Lucemon
[Tamer: 34]
1x Digimon Emperor
4x Izzy
3x Mimi
2x Ingrain
4x Excavation
4x Data Drain
2x Data Devour
3x Swap Out
1x Time to Retreat
3x Light Barrier
3x Call for Help
1x Tempest
1x Sacred Rite
1x Rejuvenating Light
1x Gambler
So you think that having fun and having friends is overrated? You had enough of energy denial and you're looking a new way to not let your opponent play the game?
Well, just start the game dumping all your resources and then resolving a Mimi.
Then start building your Meramon to start all over again abusing your Tamers until you have to resolve another Mimi (when your Meramon is defeated or if you have to retreat it).
You drawed a lot of cards? Just resolve a Mimi will all the resources in your hand to not deck you out or a Gambler to put your 12 or 15 cards back to your deck then draw 1 or 8.
Call for help lets you exploit all the options you used in the game and Lucemon can finish the game or remove a menace for Meramon.
If your Meramon is walled against a fire resistance, you can just energy denial and let your opponent deck out or you can stack your Lucemon, swap, use your tamers, resolve a Mimi and just put yourself in the best position to close the game or just stall all over again.
Hope you love (or hate) this list =)
EDIT: card image just for the fun
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Slowking without the errata was cruel.Dang you beat me to it. I also have a Meramon deck very close to this. I read it and immediately flashed back to my Slowking/Sneasel deck I played at locals in 3rd grade. Still have it actually. Unfortunately I built it after I beat the game. Maybe I'll do a bonus episode where I take it to the tournament and do a run with that.
Just sharing the most annoying deck I created 'til this date:
Meramon's Prison
Spoiler:
[Energy: 16]
8x Fire Energy
2x Lightning energy
2x Dark Energy
[Digimon: 10]
3x Candlemon
3x Meramon
2x Hawkmon
2x Lucemon
[Tamer: 34]
1x Digimon Emperor
4x Izzy
3x Mimi
2x Ingrain
4x Excavation
4x Data Drain
2x Data Devour
3x Swap Out
1x Time to Retreat
3x Light Barrier
3x Call for Help
1x Tempest
1x Sacred Rite
1x Rejuvenating Light
1x Gambler
So you think that having fun and having friends is overrated? You had enough of energy denial and you're looking a new way to not let your opponent play the game?
Well, just start the game dumping all your resources and then resolving a Mimi.
Then start building your Meramon to start all over again abusing your Tamers until you have to resolve another Mimi (when your Meramon is defeated or if you have to retreat it).
You drawed a lot of cards? Just resolve a Mimi will all the resources in your hand to not deck you out or a Gambler to put your 12 or 15 cards back to your deck then draw 1 or 8.
Call for help lets you exploit all the options you used in the game and Lucemon can finish the game or remove a menace for Meramon.
If your Meramon is walled against a fire resistance, you can just energy denial and let your opponent deck out or you can stack your Lucemon, swap, use your tamers, resolve a Mimi and just put yourself in the best position to close the game or just stall all over again.
Hope you love (or hate) this list =)
EDIT: card image just for the fun
![]()
Have you considered balancing around lower energy costs? Even in the modern pokemon card game (with multi-prize attackers and way better energy acceleration than base-fossil ever allowed outside water decks) it's rare to see attacks requiring more than three energy, four if a colorless attacker - I'm struck that two lightning and a colorless allows Miraidon to often take knockouts, while Palmon needs three grass to... deal 20 damage.
I'd think that an average of two energy would be ideal for this format, and a lot of evolving basics should be able to attack with one.
Ai is able to cheat. Second fight into the game and Heather's Pixiemon is able to use Pit bomb with only 2 energies despite requiring 3 on the card.
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Oh my arceus I love the concept. Downloading this right now!
It's an honour! Yours was a major inspiration! Looking forward to your feedback. 😁
My thoughts (+ a piece of useful hacking advice): I loved the hack, the artwork is incredible and every person who made this beautiful pixel art should be praised. Overall, I am impressed and had a good time. I do agree with the others on the energy balancing though- most games you spend 2-3 turns doing little, because most attacks start at 3 energy or above. But, it's your hack so I won't say anything further.
I do have advice for you though. I see a lot of people complaining that Pixiemon cheats at its energy cost. I had the same problem with my own hack… and today I found the answer. Look in SRC> engine> duel> ai> core, you'll find a note at line 433 that explains everything. Essentially, if you have an attack that has 2 or more types of energy and colorless energy in its cost, then the AI will essentially ignore 1 of those colorless energies to attack.
I don't know how to fix this yet, but since your hack has a lot of this, I figured I should tell you. Easy solution right now is to eliminate all colorless eneries in dual type attacks.