Relentless Assault v1.1

Pikeman 288

A rework of the earlier deck I had after some more play testing today. I experimented with Gang Sign for a bit, but ultimately found it didn't perform in this deck as I had hoped. In short, it was more passive than I like, and not very useful against decks with low agenda density / high-point agendas.

Biggest changes are:

  • Dropping Logos in favor of Desperado, as Logos is more expensive and not nearly as useful as Desperado. Doppelgänger is still present, and while usually I'll just play whichever I draw first, there are circumstances where you might want to hold off to get the right console, but they're few and far between. Enforcer 1.0 is also kind enough to let you switch mid-game if you want!

  • The addition of a Sneakdoor Beta for those glacier decks that put immense amounts of ice on HQ. Biggest issue here is managing the 2 for it. But, it can be worth its weight in antimatter as you can use it to get a few virus counters on Pheromones if you need to, or get some tokens on the suckers w/o accessing archives (Space Camp/Shock! floods due to Fisk Investment Seminar, as you only have one Archives Interface). Also, if it weren't for the 2 cost, I would have dropped Dyson Mem Chip, as it was overkill in the previous version of this deck.

  • The addition of Sure Gamble. Yep, I still ran short on money, namely when the corp was so poor (cough Jinteki cough) I couldn't Account Siphon for jack squat. Those HQ Interfaces aren't cheap!

  • Dropping copies of certain cards, namely Pheromones, Special Order, and Emergency Shutdown. Partly it was to make room for other things, but mostly it was because I found I didn't need them as much as I thought I would. YMMV.

Also, I guess I forgot to mention earlier, but this deck (and almost all the decks I build) is limited to only one copy of the core set.

1 comments
20 Oct 2015 Pikeman

A rework of the earlier deck I had after some more play testing today. I experimented with Gang Sign for a bit, but ultimately found it didn't perform in this deck as I had hoped. In short, it was more passive than I like, and not very useful against decks with low agenda density / high-point agendas.

Biggest changes are:

  • Dropping Logos in favor of Desperado, as Logos is more expensive and not nearly as useful as Desperado. Doppelgänger is still present, and while usually I'll just play whichever I draw first, there are circumstances where you might want to hold off to get the right console, but they're few and far between. Enforcer 1.0 is also kind enough to let you switch mid-game if you want!

  • The addition of a Sneakdoor Beta for those glacier decks that put immense amounts of ice on HQ. Biggest issue here is managing the 2 for it. But, it can be worth its weight in antimatter as you can use it to get a few virus counters on Pheromones if you need to, or get some tokens on the suckers w/o accessing archives (Space Camp/Shock! floods due to Fisk Investment Seminar, as you only have one Archives Interface). Also, if it weren't for the 2 cost, I would have dropped Dyson Mem Chip, as it was overkill in the previous version of this deck.

  • The addition of Sure Gamble. Yep, I still ran short on money, namely when the corp was so poor (cough Jinteki cough) I couldn't Account Siphon for jack squat. Those HQ Interfaces aren't cheap!

  • Dropping copies of certain cards, namely Pheromones, Special Order, and Emergency Shutdown. Partly it was to make room for other things, but mostly it was because I found I didn't need them as much as I thought I would. YMMV.

Also, I guess I forgot to mention earlier, but this deck (and almost all the decks I build) is limited to only one copy of the core set.