NO ENTRY

KefkaPalazzo 1

Looking at the list, the idea here is simple; NO ENTRY. Nearly all your ICE is going to be dedicated to Centrals, then once you've made it too taxing to run them, you start scoring in a single remote, preferably with some more protection. The agendas were all chosen to be difficult to steal, as the runner will be taxed out of clicks/credits too fast to run often. The deck might take a few turns to get up and running, but the lower agenda density should help mitigate the downside of a few early accesses. The economy engine is a bit weak overall, but Celebrity Gift should be very potent when you can afford to show everything most times you play it under the assumption that it is rather difficult for the runner to score from HQ. Naturally, HQ should be your top priority for ICE, with R&D secondary. ICEing Archives is still very important so your ID doesn't just tax a click; the ID ability isn't meant to be taxing by itself, but as another piece of the greater lockout puzzle. Junebug gives you a way to punish the runner for actually breaking through, but should almost always be held in HQ to use with Toshiyuki Sakai. Sakai is important because it allows you to bait a runner into a Junebug in the early game, especially with Mushin No Shin, or try to push an agenda thru before you're completely set up. Questions, suggestions, criticisms? I'd love to hear em! I'm still new, so I could use the advice, haha!

0 comments