This is just a deck from here with slight changes:
-1 Spark of Inspiration: This card is useless all the time while testing. It also takes up 3 influence which is A LOT.
-1 Pinhole Threading: One is enough and most of the time you won't be using it. Mainly to save an influence.
+1Miss Bones: Deal with asset decks and saves you money for trashing upgrades.
+1Hippocampic Mechanocytes: Sometimes I find out only marrow is not enough. I usually get around 6 core damage in one game and Hippocampic Mechanocytes gives you just enough hand size. +2 handsize is really enough so you don't really need any other charge cards.
Other considerations: +1 Finality for game ending, +1 Mimic to deal with awkward sentries.
0 comments |
---|