Loveless v3.0

lolpaca 1247

I'm convinced there's an absolutely brutal Argus deck just waiting to be made with the tools we've had from Flashpoint... this is an attempt to make it, or at least explore some of the things I love about Argus.

Argus works best as a high-pressure ID, when it can dictate the pace of a game and force the runner to make difficult decisions on every turn. I also personally prefer the double threat of both horrible murder and scoring out, when many Arguses just go for the kill. This deck's aiming for a fine balance of both.

Film Critic's an obvious weakness, but it seems to have fallen out of favour in my meta. Could probably swap out a Beanstalks for a Snatch and Grab if it becomes popular again.

Comments & suggestions welcome!

3 comments
14 Sep 2016 Badeesh

Happy to make some suggestions (since you asked XD). I play Argus pretty much exclusively now. ETR is always more important than any sort of random ice. Ice Walls are just a straight up improvement to Ireress. 13 Ice is not going to support the rush plan you're trying to implement. I would suggest you need 16 at least. Consider a 3rd Archer and 2xQuandaries, along with the 3 IceWalls.

Casting Call is ok. But you aren't punishing RnD runs enough here. My suggestion is to to ditch the casting calls and the data raven and include the 3rd snare and possibly 2xNewsTeams.

Not having Oaktown Renovations is quite criminal in any Argus build. They really power rush. GFI's are hogging influence that is better spent elsewhere.

Traffic Accidents are rubbish in the land of sports hoppers and IHW. So many slots on kill is just a waste. The ol' sea/scorch package is better for snap murder.

I realise that this doesn't meet your stated goal of new toys for the old boys, but prisec is a great upgrade to the modern modernism.

14 Sep 2016 lolpaca

Hey, thanks for the suggestions! I'm in the process of retooling the deck and that's helped me quite a bit.

Instead of Ice Wall as a replacement for Ireress, how about Bailiff? More or less equally useless for keeping the runner out, but functions as a sort of pseudo-Pop-up Window that can help drive the credit gap later on in the game. I've never used it in a deck before, any thoughts?

15 Sep 2016 Badeesh

Your ice is really just gear check ice in the early game, with the exception of Archer later on, which flat out will win you games and create a very taxing scoring server. Having to run through an archer, deal with a tag AND deal with a prisec is pretty revolting. Especially when you have to do it every turn.

I've sacked 2 pointers to it if the timing is right. So my preference has always been for Ice Wall over the other options because it's the cheapest ETR barrier and can on, rare occasions, be beefed to help you out. Like vs Inti.