Legality (show more) |
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Standard Ban List 23.09 (latest) |
Standard Ban List 23.08 (active) |
Rotation |
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Pre-rotation decklist |
Packs |
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Core Set |
A Study in Static |
Future Proof |
Opening Moves |
Second Thoughts |
True Colors |
Fear and Loathing |
Card draw simulator |
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Odds: 0% – 0% – 0% more
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Repartition by Cost |
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Repartition by Strength |
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Derived from | |||
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...In Under Seven Turns or Your Money Back! | 12 | 8 | 15 |
Inspiration for | |||
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...In Under Seven Turns or Your Money Back! v3 | 1 | 1 | 1 |
Include in your page (help) |
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My slightly tweaked version of this deck, full credit for the original goes to partialcharge. This one works nice though
3 comments |
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15 Apr 2014
partialcharge
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16 Apr 2014
lolpaca
Cheers for the comments :) I actually always feel like money's quite tight in this deck, which the Shipments from SanSan were intended to remedy: basically it's meant to ensure that you can make that critical advance even when you're broke, and hold back enough creds to rez ice when you need to. I do like CharAss over NAPD, I can see arguments for both, but it's just a nice little surprise that can mess up their economy early on. I guess I just think of this as an uber-efficiency deck - you should (almost) never have to click for credits or cards, there should always be a more effective option in hand. I do see your point on Shipments being less effective without EC though, and I'll definitely swap something (probably a Wall of Static) out for a third Wraparound, that thing's a star. So far it's performing pretty well, I won both games I played with it at a local play group recently, and both times I baited them into a nice mid-game AggSec that pretty much sealed it - it's a much more crucial part of the deck's gameplan than I realised! |
17 Apr 2014
lolpaca
On thinking some more about it, I've gone -2 Shipments, +2 Red Herrings. Also been considering a 44-card version that adds +3 Pop Up Window and probably +1 Anonymous Tip - will play around with it and see how it does. |
Hey, thanks lolpaca!
I got to play my version last week and it worked well. I was up against a highly aggressive Kit Yoggsucker deck and the bad pub from Grim actually did come back to haunt my attempt to score NAPD Contract, but I still won. =D
My only question for you on your version involves Shipment from SanSan. As far as I can tell, that card is good for one of two things: scoring after you've used something like Efficiency Committee that prohibits you from doing a normal advancement action, and saving money. You don't have anything like EC, and you have plenty of cash. If there's something else you wish you had room for when you were building, I'd consider dropping SfSS for whatever those cards were.
A change I strongly recommend is getting a third wraparound in there. It's just so strong. I like your addition of code gates. I went back and forth on that for a long time and intend to eventually try a version that includes, at least, Tollboth.