Jean's BaBW v2.2

Sapph0 187

I've been playing this deck for a few weeks now (and variations on it for a year or so), and I'd like to share it.

It's a pretty straightforward Weyland rush/kill deck. I've found that every credit counts when trying to land a midseason on any temüjin contract runner (which seems to be all of them). Because of the extra econ cards (from having less agendas) and the extra credits from the ID ability, I think this has a bit more of a bite than my Argus deck atm.

If you're not familiar with these sorts of decks; Rushing out takes priority over setting up for the kill, but if the opportunity presents itself you can generally get a flatline. You want to finish the game early one way or the other, so don't be afraid to leave centrals open for the first few turns if you have an agenda to score in your opening hand.. Getting the first four points is generally pretty easy, but once the runner gets set up it can be hard to close out the game. Your outs are to pile on meat dmg to burn through IHW, plascretes, and hoppers for an eventual flatline, or to try to score the last few points behind an archer.


Some notes: Mills, Crisium, and SEA Source are somewhat flexible tech to help with problematic cards and situations. Worth including for most match-ups, I find.

Ice: This suite is effective at the moment in my meta. Mostly gear checks. Guard is a fine ETR, and since mimic isn't often splashed in crim anymore it's annoying for mongoose. Errand Boy is generally annoying on centrals. I dropped Changeling, since Shaper decks are using different sentry solutions than Atman 4 atm. Vanilla is a fine replacement for ice wall. Tracers are generally bad when you have bad pub, so I don't often play them in Weyland. Interrupt 0, is honestly just my latest spicy include. Consider enforcing loyalty or some other 1 inf spice instead.

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