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Rinri: Tired of Playing Anarchs? | 30 | 19 | 3 |
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This deck went 4-1 at the Fantasy Flight Games Center 2016 Regionals. I had been playing different variants of Biotech Kill for a few weeks leading up to the event, and this is the list I settled on. The main win condition is kill, but being able to play a shell game with traps can allow you to score out on occasion.
Round 1 (W): Adam. Turn 1 I Mushin out a Ronin and let it sit on the board until my opponent went down to 1 card in hand, then advanced it once and killed him.
Round 2 (W): Valencia. Fairly long game. I managed to stick a point of brain damage via cerebral cast, and baited a run into a 3-advanced Project Junebug after scoring 4 points. Being able to score out with the deck forces the runner to check remotes late game, which is when your traps become much more effective.
Round 3 (L): Noise. Noise is a bad matchup for this deck, and any shell game variant. I chose to use The Tank in this game, which did help me save several agendas and keeping him from winning outright, but it wasn't enough. I feel like the best way to approach this matchup is to try and score out as fast as possible, since Noise takes time setting up the Aesop's engine.
Round 4 (W): Whizzard. This runner was more aggressive at checking remotes than other opponents, so I used that to bait him into running onto a Snare! two turns in a row in different servers, and then flipping with The Brewery for 2 net damage. Normally I'll go for The Greenhouse vs. Whizzard since it's harder to kill a runner w/ Wyldside and instead to try to surprise the runner by scoring out quickly, but his aggressiveness turned out to be better for the 2 net kill.
Round 5 (W): Nasir. This was also a quick match. Install a Shock! into a remote, then Mushin out a Project Junebug. My opponent ran R&D click 1, drew a card, ran at the Junebug to lose his hand, then drew one card. 3 clicks to flip for 2 net damage and the game was over.
Overall I was surprised and proud of my performance with the deck. It thrives on forcing the runner to make poor decisions, whether it's sitting back and drawing up at the end of turns to prevent dying to The Brewery allowing you to score out, or letting runners take tags only to be scorched to the ground. False Lead is a key part of the deck, either preventing them from drawing up to die to flip, or being unable to clear a Snare! tag and dying to Scorched Earth, or even making them lose clicks to stop them from running remotes allowing you to score a The Future Perfect for a win. It's a lot of fun to play, and I'll continue tweaking it. It has a poor matchup vs Noise and siphon spam where the runner clears tags, to the only thing to do is to try and score out to win. Snatch and Grab is essential vs. Film Critic, and can also enable a Scorch kill if the runner takes a tag click 1.
Studies show that running servers can be hazardous to your health.
1 comments |
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25 May 2016
Petiso
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I love the name of the deck! (I work on it ;-D) Regarding the deck sounds interesting.. ;-)