Migrane

lostgrail 114

Straightforward concept: hit the runner in the head until they stop moving.

Strategy

The basic strategy is to win by reducing the Runner's hand size to less than zero. I've won twice in about fifteen games by score, but the runner has to be very passive for that to work.

This deck is a little janky, but I typically find it all works together. The trick is to play it more like a Jinteki deck than an H-B.

Boldly scoring Self-Destruct Chips is a good start. It's only one point, so if the runner steals one its no big deal. If you score it though, your' a quarter of the way to victory. I like to install out in the open or behind a single piece of ICE, the same way I'd install an Adonis, NAPD, or Tech Startup.

One play I find works well is to reduce the runner down to a hand size of one, and then use Tech Startup to tutor and install Chairman Hiro, reducing their hand size to -1.

Econ

This deck is pretty lightweight, but my one regret is not stuffing a little bit more econ into it. I find I click for credits many times over the course of the game. That said, Tech Startup lets you tutor for an Adonis if it survives, and Green Level Clearance is no slouch either.

Let me know what you think! Comments / Criticism welcome!

2 comments
3 Sep 2015 Mechanoise

The concept of using Chairman Hiro is a great splash, and I like it. How confident are you in protecting Hiro for a turn? Don't forget that the below zero hand size only flatlines at the end of the Runner's turn.

3 Sep 2015 lostgrail

@Mechanoise I'm usually pretty confident. You have to time it like any scoring window, but barring Turntable or something that grows the runner's hand showing up, hand size reductions tend to offer more time to set up.