Brutality 0.8

Shannon.L 117

An upgrade of the original design, with @Shiiuga 's insights from his experiences with his "look Ma, NO Hand" deck, as well as mine from proxying the earlier Brutality decklists.

The idea here is to build the ice well: three over your scoring remote, as deep as you can manage over HQ and R&D. The ICE is nasty bioroid, designed to be broken at a significant cost. If the runner can be baited into an early Fenris or Cerebral Overwriter (or give you some Victor counters!), then so much the better.

In the endgame, the focus is on Ash, Shell Corp, and Valley Grid. Shell Corp will give you late game economy that /also/ serves as an incentive for the runner to hit the scoring remote. More telling, it is an upgrade, meaning it can be tossed in alongside an agenda, Ash, and a Valley Grid to make a truly monstrous construction. Melange can drop buckets of money into the corp's coffers while waiting on other cards, and Jackson can help protect agendas you've had to slough off into archives.

The goal, though, remains: To Flatline the Runner.

The intent is to have the runner pay for running anywhere by brutalizing their hand, thanks to Valley Grid. Score a couple of Self-Destruct chips or land a brain damage (or two) and it is entirely possible to shut the runner out of any server. Worse, the constant threat of Neural EMP will ensure that the runner only inches his way into your construction. Once you're set up, it's about time - you simply wait. If the runner allows you to score out, then lovely - as it get steadily worse for him, as those Self-Destruct chips score. If he runs? You melt his brain with a well-timed Neural or Valley.

1 comments
29 May 2015 Shiiuga

I think you might struggle for early game econ, and I think Snare! might be a better splash than Neural for the same influence, but other than that it looks pretty solid.