Likes cards and long walks

Badeesh 212

So Fisk's ability is to build into a huge mid-game of vamps and siphons, along with his seminar and forced draw, and dlr based milling, is pretty dam cool. Mopus makes too much sense in this regard to ignore.

Simple strategy really, get rich, get your DLR pieces ready, and then get the corp to 0 credits and keep them there, while you mill and force them to draw stuff they can't play. Running early is important, rezzing ice and forcing the corp to 'play' will keep them from spinning to far into a credit lead.

Just don't fire his ability until you have taken them for all they're worth.

Some thoughts on cards:

  • BoxE softens the Mopus memory blow, and allows you to store key DLR parts in hand without having to install them and give the game away.

  • Cerb & Passport will get you past Turing as well as cheaply through central placed Code Gates.

  • Creepy Babies is a solid draw engine here. I'd much rather make money and draw than give money away to a drug dealer, even if it is clickless. Once the game is in place, I don't want to be giving away money for cards every turn.

Start a love affair with Laramy Fisk, corporate seducer today.

3 comments
16 Oct 2015 moistloaf

back before Fisk was out, I briefly played an Opus Fisk as well. finding your Opus here without using Seminar might take awhile, though.

18 Oct 2015 bourgman

Have you played this yet? What's the win rate, approximately? I'm a big fan of DLR mill and I like that you try and disguise it early game.

19 Oct 2015 Badeesh

I've been playing it pretty exclusively for about a month now and I've had reasonable success. I have a pretty strong testing/play group (store champs winners etc) and it's winning about half its games. Though I would say it does better against FA variants than Glacier. They are just easier to keep poor.

@moistloaf is right though, consistently getting a Mopus by the mid-game is a weakness at the moment, it 'usually' happens, but when it doesn't you're pretty much dead in the water.

The other issue is early game strength. Unless you can fire off a siphon/vamp or two in the early game as well, corp econ can snowball quickly into a loss.