Montreal fever - win turn 1 or lose turn 10

Diogene 3958

Always Be Running, ALWAYS, this is the way.

Other directive : Neutralize All Threats and Find the Truth.

Directive that will NOT be played : Safety First. A robot knows no fear.

Game plan : Multiaccess as much as possible, as early as possible, as often as possible.

Mulligan : You want multiaccess cards in your opening hand.

The point is to make the most out of the free breaker you have. Run HQ to see 2 to 4 cards and then run R&D to see 1 to 3 cards.

Notable difference from a previous deck :

  1. Legwork, because seeing nearly the whole hand of the corp win us games.
  2. The Maker's Eye, seeing the next 3 turns (and agendas) let us prepare and win us games.
  3. NO Carpe Diem, because we never stop.
  4. Overclock, let us trash remotes, steal Bellona and powerup Mayfly.
  5. Boomerang because some ices are really problematic (like Anansi) if there is no means to deal with them.
  6. Fencer Fueno to trash assets and upgrades, and to steal Bellona at a discount.
  7. DreamNet instead of Earthrise Hotel, because we are too poor and we run every turn, so that as much as I we can afford.
  8. NO Tread Lightly, because it gives us an access and slow down the corp, but we do not have a long game, so we go for multiaccess instead.

Trick against any corp that you suspect have more than 8 agendas (like Personal Evolution and Sportsmetal) : run HQ on turn one with Mad Dash. Good chance you score and then get an extra point.

A note about using Endurance in agressive Adam : while testing, getting enough credits or clicks (to Emerge) to install Endurance was seldom possible.

Example of a game won turn 1 : win on turn one

If you check past the image, here is some fun ideas for Always Be Running :

  1. Put in Dr. Lovegood to control it. In which case, putting also Safety First could be beneficial.
  2. Apocalypse. you can possibly pull it off early, at the cost of becoming blank.
  3. Inside Job to go for a remote lock, instead of multiaccess. Make the corp fear putting anything out there.
  4. Lucky Charm to prevent a run from ending, after checking HQ.
  5. Tapwrm, to get money easily while slowing the corp (purging take clicks).
  6. Deuces Wild, Build Script, Diesel to get more draw.

Our favorite android will go into the sunset in 2023, let's us give our warmest farewell.

Cheers!

6 comments
17 Oct 2022 aureates

Beautiful. Love team Montreal for the love they have for Adam. ABR!

17 Oct 2022 Diogene

@aureates thanks! It was a lot of fun.

17 Oct 2022 DeeR

Diogene tells the truth

source: lost turn 1

19 Oct 2022 napalm900

The wild abandon of this deck puts anarchs to shame!

26 Oct 2022 codychilton13

Im a little late seeing this list BUT it looks sick and hilarious. The potential for an actual turn 1-2 win inside a mini faction makes me drool a little🍽

27 Oct 2022 Diogene

@napalm900 it does put anarchs AND criminals to shame with its speed and wild ride.

@DeeR haha!

@codychilton13 I'm glad you like it! It is hilarious. Especially when facing an opponent that has not seen Always Be Running. In face to face, it is even better, because seeing the astounded look on a corp face when they understand how vulnerable they are in the first few turns... priceless.

Cheers!