Exploring Digimon Alysion All Cards, Mechanics, and Core Gameplay Rules

Dive into the mechanics behind Digimon Alysion all cards, learning core rules, memory gauges, breeding phases, and tactical battle strategies.

Digimon Alysion runs on the paper Digimon Card Game rulebook: 50-card decks, one shared memory gauge and five security cards standing between you and defeat. The app automates costs and effect resolution, so the skill gap comes down to knowing the systems that decide a game rather than tracking counters by hand.

Deck rules at a glance

Main deck: exactly 50 cards · Digi-Egg deck: up to 5 cards · Copy limit: 4 of any single card number · Win condition: check all 5 security cards, then land one direct attack.

A Turn in Digimon Alysion

Every turn follows the same five phases. The last one is where most beginners lose games, because the shared gauge decides whether your opponent gets a free follow-up.

  1. Active phase.Unsuspend your Digimon and Tamers, and draw one card. The player taking the first turn skips the draw.
  2. Breeding phase.Hatch one Digi-Egg, move a Digimon with DP from the breeding area to the battle area, or do nothing. You get one of those actions, not all three.
  3. Main phase.Play cards, digivolve and use options. Every cost you pay pushes the shared memory counter toward your opponent.
  4. Battle phase.Declare attacks with unsuspended Digimon. A Digimon played from hand this turn cannot attack.
  5. End phase.Your turn ends the moment the memory counter sits at 1 or more on your opponent's side. If it does not, they simply play with whatever memory is left.
The memory gauge decides tempo, not just cost

Both players share one counter. Crossing over by even 1 memory hands the turn away, so a 3-cost play at 2 available memory is not a short turn, it is a lost turn.

Breeding Area and Digivolution Mechanics

The breeding area is what separates Alysion from simpler mobile card games. Eggs hatch there safely, digivolve through their own line, and only step onto the battlefield once they carry DP.

Digimon LevelPlacement ZoneCan Attack on Play Turn?Memory Cost Rule
Level 2 (Hatched Egg)Breeding AreaNoCosts 0 to hatch.
Level 3 (From Hand)Battle AreaNo, must wait one turnRequires paying printed cost.
Level 3+ (From Breeding)Battle Area, movedYes, immediatelyFree movement from breeding.
Digivolved on FieldBattle or Breeding AreaNo, if evolved from handUses the digivolution cost.

Moving a level 3 or higher Digimon out of the breeding area is not "playing" a card, which is why a Digimon that grew up in the breeding zone can attack the same turn it arrives. Digivolving a card already on your field normally draws you a card as well, so the stack pays for itself in card advantage.

Memory Gauge and Cost Management

Think of memory as a single currency you and your opponent share. You spend it, they inherit the remainder, and the size of a card's cost is really a measure of how much you are handing over.

Cost RangeTypical Card TypeImpact on Memory GaugeStrategic Risk
0 – 2 MemoryRookies, low-cost optionsMinimal shiftKeeps your turn alive for follow-up plays.
3 – 5 MemoryChampions, UltimatesModerate shiftUsually ends your turn.
6+ MemoryMega Digimon, finishersMassive shiftHands your opponent a full setup turn.

Card Types You Need to Know

Alysion decks mix three card types, and only one of them is there to attack.

Digimon

The board presence of your deck. Play them from hand or digivolve into them, then attack to check security.

Option cards

One-shot effects: DP boosts, removal and traps. Revealed from security, an option resolves its security skill for free.

Tamer cards

Continuous passive support, similar to a stadium in other card games. They stay on field and keep buffing.

Inherited Effects and Tamer Strategy

Power in Alysion comes from what sits underneath a Digimon, not only from its printed text. When you digivolve, every card in the stack contributes its inherited effect, so a cheap rookie can be the reason a Mega closes out a game.

Inherited effects

Active while the card is used as a digivolution source, and they persist through the whole evolution line above it.

Tamer cards

Continuous buffs while on the field, including extra DP for your whole board.

Blocker trait

Declared during your opponent's attack to redirect it, protecting your security stack at the cost of the blocker.

Combining tamer buffs with inherited traits is what lets lower-tier attackers punch above their weight in the endgame, when the opponent is down to their last security card.

Frequently Asked Questions

What happens when an opponent runs out of security cards?

Once the stack is empty, any successful direct attack on that player wins the game immediately. Reaching zero security is not a loss by itself, but the next attack is.

Do digivolved Digimon count as newly played cards?

No. Digivolving a Digimon already on your field or in the breeding area does not count as playing a card, so it avoids summoning sickness when moved correctly. Cards evolved directly from hand still cannot attack that turn.

How do option cards work during security checks?

When revealed from security during an attack, an option card resolves its security effect automatically without you paying any memory.

Can any high-DP Digimon block an incoming attack?

No. A Digimon can only block if it has the Blocker keyword and is unsuspended when the attack is declared. Raw DP alone does not grant blocking.

How big is a legal Digimon Alysion deck?

Exactly 50 main-deck cards plus a Digi-Egg deck of up to 5 cards, with a maximum of 4 copies of any single card number.