Junebug gambit

DGB123 22

ICE and Caprice to lock down HQ and RnD. Mushin advance on remotes to gamble on scoring agendas - only 2 agendas needed for either player to win but 4 advanced cards are pretty intimidating when they could be overwriters/junebugs. All 3 ID modes work with this deck - greenhouse can sneak out vanity projects, brewery makes 4 advanced overwriters lethal, and tank shuffles all those ambushes and operations back in the deck

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