Spoonbender Kit v0.2

xjohncandyx 82

Economy: Standard Magnum Opus economy. With Lockpick, your runs become very efficient so MO is used to fuel all other activity. You still want to see it early though, Test Run or Self-modifying Code it out if it's not drawn.

Draw: Astrolabe gives you wiggle room for MO and some minor card draw. Professional Contacts allows you to get a little more out of click-drawing if you need to dig for pieces.

Breakers: Refractor is your bread and butter. You'd like to see Lockpick early but Ghost Runner can fuel early aggression while giving you credits to use on Self-modifying Code or stealing an NAPD later in the game. Mimic handles most sentries you'll run into with Femme Fatale to handle one gigantic pain in the ass. Cerberus "Lady" H1 is your recurring fracter through Test Run and Scavenge, both of which also allow you to re-target of Femme.

Strategy: Your kill shot is Spooned. When Same Old Thing shows up, it's time to really abuse the event. You want to target your biggest problem or whatever sets the Corp back the furthest, keeping in mind this deck aims for R&D lock through R&D Interface. You get a maximum of 5 ICE destroyed if you run through the deck or luck into the combo early. Considering that's typically 25% of the Corp's ICE, things should thin out and open up. I'd guess a typical game would see 2-3 Spooned. If the Corp tries to outwit you, Escher could spoil their plans. After destroying a couple pieces of ICE you should be able to make a very palatable server to hammer. Legwork rounds out the 10 influence for another surprise attack.

Possible changes:

  • Legwork could be replaced by Parasite (shared Test Run recursion)

  • More HQ pressure, deck is very R&D-centric

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