Dirty Harry

amightyrobot 75

This deck wants the Runner to ask himself one question: "Do I feel lucky?"

Well, do ya? Punk?

Your gameplan, in short, is to either let a cautious Runner give you Tennin tokens that you can use to Trick of Light agendas out of hand, or let an incautious one end his turn tagged and get Scorched to death.

Yes, Scorch. Yes, I've spent ALL my influence on Scorches and Ghost Branches. Yes, that's bold.

The plays are all bold here. They're borderline stupid. Very little ice, and even less that can end the run. Lots of little agendas. You want to spam unprotected econ assets - there's not much to spend money on here, really, so you typically only need one use out of a Melange before you can let them trash it.

Get punishing or taxing ice over all three centrals as quickly as you can. If you find the Runner is checking your remotes aggressively, get a Snare! in there; otherwise, keep them in HQ/R&D to punish multiaccess. If the Runner hits a Snare! on last click, or floats the tag, they're almost always dead, courtesy of the three Scorches they probably don't expect you to be packing.

Mushin No Shin will almost always be used to bluff a Snare! or Ghost Branch, which will either kill the Runner (as above) or give you a handy Trick of Light battery. If you think the Runner is trap-shy, you can use it instead to reverse-bluff out a Braintrust or House of Knives.

The only things you're going to install-advance-advance, typically, are Ghost Branch and Medical Breakthrough. If they hit Ghost Branch they're either losing four credits and two clicks, or they're dead (as above). If they manage to steal a Breakthrough.. well... your next one can be fast-advanced. Or, hell, scored right out of hand with no help.

Now, I'm not going to lie to you. This deck does not stand on its own. This deck needs to be played right, and your play needs to constantly adapt to the Runner's play as the game goes on. You trick 'em, or you Trick 'em, or you lose. But man, is it fun.

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