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Digimon TCG: Deck Tech - Puppet-Sisters

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Adding old cards to new strategies always makes the meta feel a bit fresh. In today's article, we'll go over how you can play the old Sistermon kit in the Puppet archetype. The result is the new high-performing deck in Digimon TCG: Puppet-Sisters!

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Introduction

In today's article, let's explore a list that has been standing out a lot. Puppet-Sisters does more than just play good cards. It split out into many variations, and today we'll see one of the most creative ones.

Puppet-Sisters features both Digi-nuns and puppets, as the name suggests. Without further ado, let's go!

The Puppet-Sisters List

This list was first brought up a long time ago, when EX7 came out, but it wasn't the standard way to play this archetype. Nonetheless, since early March this year, this version has started doing so well we can't call its performances isolated results. A Puppet-Sisters list piloted by a player called Geo got 5th place at Ozzie Collectables on March 5th, 2026, in Australia. Geo had also already played similar decks in other events and even managed to win them in February. In this same time period, another Puppet-Sister list won a tournament in the hands of Tamakii, another Australian player.

What really makes this Puppet build stand out is that it is a lot more flexible than other lists in the game. It doesn't focus solely on a single game plan. Small pieces lead to multiple strategies, like using the Security as a resource and still controlling the board. Later on, you'll have enough space to put big Digimon in play and keep creating value with them as they attack.

Let's see our list:

List piloted by Geo, via Eggman Events.
List piloted by Geo, via Eggman Events.

Digi-Eggs

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This list plays Nyaromon BT15-003, which already says a lot about how it works. Its Inherited effect triggers when it attacks and lets you trash your own Security to get Memory. This goes really well with other things this deck does, as overall it treats the Security pile as a resource that you can spend to use other effects.

This Digi-Egg is perfect in classic Security Control lists. It lets you manage your life points and spend them whenever necessary. Because of how this list works, you'll get a lot back when you do that.

Sistermon

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What makes this deck different is that it plays different Sistermon tech cards. They're all white Digimon that usually see play in Jesmon decks, but this list can use them because they're Puppets.

The first one, Sistermon Blanc ST12-12, is the most straightforward. She lets you trash one card from your hand to draw two other cards when she enters play, which is exactly the type of filter this deck wants. With it, you'll find your small bodies, Tamers, and big payoff cards, but you'll also fill your trash pile, which is great too because this list also uses this resource pretty well. That being said, its second effect only works if a Huckmon Digimon or a Royal Knight Digimon is in play, which this list usually doesn't play.

As for Sistermon Blanc (Awakened) BT7-082, it does something else. You can Digivolve it from a Sistermon Blanc and convert it into Recovery +1, which is great in this list. After all, this is a yellow list that leans on its own Security pile to control the game entirely. Furthermore, when this card leaves play, it returns another Sistermon to your hand from the trash pile. Like so, you won't run out of Digi-nuns that fast, and you'll always have resources throughout the match.

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The two copies of Sistermon Ciel BT6-084 will mainly "adjust" your Memory and improve your curve. When she enters play, she gives you 1 Memory, which is quite helpful in a deck that wants to keep playing and never pass the turn too early. As for Sistermon Ciel (Awakened) BT20-084, it lets you reuse cards from your trash pile and also puts more Security in play. It's more relevant in long matches. This list plays a single copy of it, so it does its job well as a support card but doesn't occupy too much space. And, once again, it is better when you Digivolve it over a regular Sistermon Ciel.

Other Level 3 Puppet Digimon

Besides the Sistermon kit, this deck plays Hanimon EX9-024 and three different versions of Shoemon as its level 3 cards. Each one plays a different role. This is important because this deck doesn't use rookies as just the base of the Inherited effects. They'll also manage your hand and set up your trash pile, as well as open the way for you to Digivolve your cards and set up small synergies.

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Shoemon ST19-03 is the most straightforward card in terms of consistency because it gets two types of cards for you. When it enters play, it lets you reveal the top 3 cards in your deck and get a Puppet card and a LIBERATOR card among them and add them to your hand. In a list like this, this effect will nearly always give you these two cards, considering your Digimon, Tamers, and Options. It's a great opener, as it is perfect to set up your main game plan from the very first turn.

Shoemon EX7-024 lets you Digivolve it into a Puppet Digimon for one less resource. Throughout the game, you'll mostly take advantage of its Inherited effect, which gives all enemy Digimon in the Security -3000 DP and, as such, improves your odds in battle. As for Shoemon EX11-019, it creates a Familiar Token when it is deleted, and you can use this Token to give an enemy Digimon -3000 DP when it is deleted. Its Inherited effect also passes on Barrier, which is great in this deck considering the main game plan is managing and using the Security as a resource.

Hanimon EX9-024 lets you recycle a Puppet Digimon from the trash pile. Its Inherited effect is also pretty interesting because it lets you disable an enemy attack if you delete one of your Digimon. It's the perfect way to debuff enemy Digimon with your Familiar Tokens.

Level 4 Digimon

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ShoeShoemon P-165 is one of the most important cards in this list because it creates a Familiar Token when it enters/Digivolves, its Inherited effect passes on Barrier, and you can play it from your Security if you get it from there. You can use it to keep your board full and protect your Digivolutions.

Kokeshimon EX11-021 does something else. You can Digivolve it for less resources into any level 3 Puppet Digimon, including Sistermon. When it Digivolves, you can put a Mirai Kinosaki card in play for free as long as you have 1 Tamer or less. Its Inherited effect also lets you sacrifice one of your cards to disable an enemy attack.

Namakemon BT16-055, finally, is not really what you'd see in this list, but it made the cut because it's a Puppet card. You'll always play it for the 4 Memory, unless you can put it in play through other Digimon effects, usually from the graveyard. This card will reinforce your defenses, as it protects one of your Digimon from debuffs and from being De-Digivolved when you have more Security. It also gives you Blocker and Reboot when you have less Security. The perfect time to play it is when you have 3 life points, as then you'll trigger both of its effects.

Level 5 Digimon

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This list only plays a few level 5 Digimon: two Karakurumon, in specific four copies of Karakurumon EX9-032 and one copy of Karakurumon EX11-022. Karakurumon EX9-032 is the most important one. When it enters play or Digivolves, it lets you delete a Token, which will, in turn, debuff an enemy character as it dies, or delete another Puppet Digimon to Digivolve it for free into another Puppet Digimon you have in hand. It's an excellent way to speed up your main game plan and skip the line. Furthermore, its Inherited effect lets you keep it in play if it would be deleted if you sacrifice another body instead, which goes really well with the rest of this list. After all, you'll constantly create Tokens.

As for Karakurumon EX11-022, it is more situational. It lets you put in play, from your hand or your trash pile, a Puppet Digimon with 4000 DP or less for free, and it is deleted at the end of the turn. In practice, it'll let you refill your board and set up level 6 Digimon. So, you'll keep progressing your game plan and put effects in play even in "tight" turns.

Level 6 Digimon

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The level 6 Digimon in this list are Kaguyamon EX9-033 and Cendrillmon EX11-024. The first one gives your Tokens and other Puppet Digimon Alliance and Blocker, just to start. It also punishes the opponent whenever other Digimon are deleted by removing the weakest Digimon from the enemy board. And, at the end of the turn, it also lets you recycle a Puppet Digimon from your trash for free as long as it's level 4 or lower. This card is all about getting value from the graveyard and other effects.

Cendrillmon EX11-024 has Alliance and Overclock, so it's this deck's beater. It also lets you put in play a Puppet Digimon from your hand for free as long as it's level 4 or lower and creates a Familiar Token for each enemy Digimon in play. Its other effect triggers when it Digivolves or attacks and gives an enemy Digimon -3000 DP for each of your Digimon in play. So, it's a great spot removal.

Nyabootmon

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Nyabootmon BT22-042 sits at the very top of this deck's curve and is its best beater. Unfortunately, you can't Digivolve this card from a level 5 Digimon through its alternative condition, but it's still quite decent. It has Overclock, and, when you Digivolve it, you may put in play a Puppet Digimon from your hand for free if it's a level 4 or lower. You'll also debuff an enemy Digimon by -3000 DP for each of your Digimon.

Furthermore, once per turn, whenever another Digimon of yours is deleted, you may reuse one of Nyabootmon's When Digivolving effects. This is great in this list considering that the main game plan centers around creating Tokens and sacrificing these small bodies throughout the match. Nyabootmon is a great attacker and turns wide boards into removals. It will keep your main engine running even after you get to your very last Digimon.

Mirai Kinosaki

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This deck doesn't play any Arisa. Instead, it plays two Mirai Kinosaki that play different roles but work really well together. Mirai Kinosaki EX9-067 leans more towards consistency because it is a searcher. When it enters play, it lets you look at the top 3 cards in your deck and get a Puppet or LIBERATOR card from among them, so you'll be able to use it to set up your first few turns. Afterward, when one of your Digimon Digivolves into a Puppet Digimon, you can return it to the bottom of the deck and put in play an Arisa Kinosaki or Puppet Digimon from your hand for 3 less resources.

Mirai Kinosaki EX11-061 is more discreet, but it's very useful. It gives you 1 Memory at the beginning of the main phase if the opponent has a Digimon in play, and this effect stacks if you have multiple Mirai in play. When one of your Digimon Digivolves into a Puppet Digimon, you can suspend it to put in play a Puppet Digimon from your hand for free. This card is then deleted at the end of the turn. In a deck that deals with temporary bodies well, like this one, and that plays tokens and pieces you can sacrifice to get value in return, this effect is not a disadvantage. It's more of an extender.

Final Words

Soon, when BT24 comes out, we'll get the Pristimon kit, the new Puppet Digimon from the Digimon Beatbreak animated show. Based on a few spoilers we got, this kit will be black and could introduce lots of new features to this deck, like a different approach, or even introduce more colors to it.

Still, even if the Pristimon kit doesn't bring anything new to this deck, yellow Puppet-Sister should remain a very solid archetype.

What do you think? Tell us your thoughts in our comment section below.

Thank you for reading, and see you next time!