PsycoScorch

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Use typical NBN fast advance pressure (score an AsPP or rez a SanSan) to force the runner into starting to run.

Once they take an agenda, they open themselves up to the Midseasons play, giving them a ton of tags and enabling a load of other tricks in your deck. Double Scorch is a common finisher, obviously. A 13 advanced Beale gives 7 points (meaning they'll need at least 12 tags and you'll need 13 creds so you can install, psycho, advance for the win), or you can use psycho to score 3 pointers from hand without needing SanSan or AsPP tokens. Finally, Information Overload becomes very taxing once they take more than a handful of tags, or they have to start losing chunks of their rig.

General strategy is to draw heavily to find the combo pieces and your agendas. NAPD is great in archives, if they run in and steal it they've not only enabled you to play Midseasons, but effectively taken 4 extra tags. Once you've got the Midseasons in hand, and preferably the Scorched Earth, you can slow down. You want to be floating a load of money, so there's nothing wrong with Mandatory Draw, 3 credits while you wait for the runner to steal. You can even play out agendas naked, knowing the runner is damned if they do/damned if they don't.

Threatening the score is key to making a Scorched Earth deck work. The runner needs to be afraid that you're going to win through agenda points to make them run before they're ready. Ultimately, you want them to steal at least one, so a porous RnD isn't the worst thing in the world, or you can use Jackson to control what the runner hits in archives (a breaking news or an NAPD is perfect left in there to enable the tagging to start).

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