Ruffled Feathers v1.0

BreadRising 177

Quetzal goes where she pleases.

PROGRAMS: The cornerstone of this deck is Overmind. The game doesn't really center around Quetzal's card ability, however, having it trigger will save you credits, Overmind counters, and allow for some rigless pressure early on. There's also a Femme for problematic taxing ICE like Tollbooth and Lotus Field and Knight fills in a similar role (while also benefiting from E3)

Parasites are in to cover the gaps and get rid of the low strength, multiple subroutine ICE that can drain your Overmind counters (Tsurugi, Komainu) But while Parasites are great for trashing, don't underestimate using them on big ICE to make Overmind a lot cheaper to pump. Imps are included due to the meta's emphasis on Asset Economy (and nuking a San San is never a bad thing) as well as sniping Scorches. And of course, Medium is needed for making runs as efficient as possible.

HARDWARE: E3 Implants for triggering on both Quetzal's ability and saving Overmind counters. Grimoire provides an extremely cheap +2 MU for Overmind with the added bonus of fueling your Viruses. All added viruses provide extra utility, but aren't really integral to the deck; they exist to fill in the gaps.

EVENTS: Legwork and Retrieval Run are the all-stars. A well-timed Legwork with an Imp installed can snipe those pesky Scorched Earths, MidSeasons, Biotic Labors, etc. Retrieval Run is also awesome; it balances out Inject and can get your Femme installed for 3 credits. And of course, you can use it to get those Overminds back from the grave.

SPENDING INFLUENCE: All of the cards I spent influence on are the cards I want... but the question remains; what quantity? Since all the splashes cost 2 influence, you can easily shift the numbers around based on your experiences.

Do you only run 2x E3 to have another Clone Chip for Parasite recursion? Or maybe throw another Scavenge in for those Imp/Overmind refuels? I've found that 3x E3 is really nice for getting set up early and make those Overminds last forever, but future games could cause me to bump it down to 2, since it does become a dead-draw.

ECONOMY AND CARD DRAW:

A new addition is Earthrise Hotel, which is fresh out of the data pack as I'm writing this. This hasn't been tested yet. It's essentially 6 cards for 4 credits, but over the course of 3 turns (which, if you ask me, is much nicer than splashing a Quality Time for 5 cards, which just floods your hand). I think between Earthrise and Inject, this deck should have sufficient card draw.

I'm also thinking of cutting the Liberated Accounts in favor of Daily Casts. But it'll take some more testing before I decide.

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