Healing: The Strongest Mechanic in Digimon
by Bryce Miller-Booker
It is arguable that in the Digimon TCG, healing is overpowered. Despite numerous new mechanics, multiple ban/limited lists, and increased focus on stronger cost reduction methods for every archetype, healing has been the center of a high or top tier strategy in every format since the game’s inception. The keyword <Recovery + 1> has consistently shaped how people have to approach deck building and their play patterns. To put it in perspective, 70% of the cards with that keyword have seen high-tier competitive play, only forgoing cards that have extremely situational conditions.
So why is healing so powerful? While some other card games have much larger life totals, each point of healing in Digimon is a large percentage of your total health. You start each game with 6 life, 5 security + the final attack to secure the game. A single recovery gives you a 17% increase in your total life for a game. That said, pure healing generally is not great in most card games. You typically sacrifice a card resource, an energy requirement such as mana or memory, and lower board presence to last a little bit longer in a game. Unless healing is extremely efficient, it is generally not great in most games. In Digimon, the various mechanics fix a lot of these problems.
Digivolving is a core mechanic in the Digimon TCG, and constantly allows players to draw more cards as they build to stronger Digimon. On top of the numerous searcher effects in the game, card advantage does not factor greatly into the strategy of most decks in the game, and it is more important to align the correct pieces of your strategy. While there are exceptions, board presence typically trumps card advantage in the Digimon TCG, and that is where security is king.
Because of security, <Recovery +1> is a lot like <Blocker> but stronger. Typically, blockers have to sacrifice themselves to prevent damage, whereas most healing is attached to a Digimon that no longer has to interact with the attacker after the fact. You achieve a similar result, saving a point of damage, while keeping your Digimon in play. On top of this, security bombs, powerful cards within our security, are unpredictable forces that can change the course of the game.
There are typically two types of security bombs, set-up and removal. Set-up bombs are things like memory boosts, free tamers, security Digimon that play for free, etc. Removal bombs are things like Gaia Force or Ultimate Flare (typically 7+ memory, but free from security) or even just a large Digimon, that can take away threats from the attackers. Bombs give free advantage just for our opponent attacking us.
Every point of recovery increases the chance you are able to access this free advantage. That’s why a card like MagnaAngemon has remained relevant for so long. Despite costing 7 memory, hitting a single security bomb often refunds his cost entirely, and his level 5 body threatens even further healing from level 6’s. A card like Jetsilphymon also effectively costs between 6-7 memory when you consider the full investment of 3-4 cost tamer, a 2 cost lvl4 hybrid, and the 1 cost for Jetsilphymon itself. But if you think about the amount of advantage healing can get you, either removal or free tamers that let you cycle into cheaper Jetsilphymons, as well as the initial advantage those tamers get you, you gain a clearer picture on why a card like that was limited.
So with everything together, healing gives you one more attack to live than other strategies( compounded as you heal more and more), free removal, and free set-up with minimal cost to card advantage or board presence. This is why decks like Security Control, Yellow Hybrid, and even strategies teching in a little healing like Beelstarmon, will stay relevant for the foreseeable future. Unless they fundamentally change how healing and security works or print cards that directly affect them without compromising matchups into other strategies, healing will remain a dominant force in the Digimon TCG.