Alice's Rusty Hammer (C2RB)

asura8 8

So, new MWL information is released and the economic boons of Bloo Moose are no more. The next best thing I can think of? Why not make a deck that wants to do a lot of little runs, forcing the Corp to spread their defenses thin or suffer some nasty blows.

Alice seems a natural for this - hand destruction is hard to allow over a consistent basis. With the addition of some Archives Interfaces to bypass any nasty tricks, you can spend a lot of time hitting their Centrals and making them pay for it. With the addition of turtle, you can build up your breaking power as you do so, forcing the corp to hopefully take a tempo hit!

The icebreaker kit is pretty standard - conspiracy breakers + Turtles. We want to compress clicks a bit, so we're going to run a lot.

Change Log: v1.2: +2 Stimhack, +3 Daily Casts, +3 Inject, −2 Xanadu, −1 Same Old Thing, −2 Wanton Destruction, −3 Day Job

This deck wants to make a lot of runs. So Wanton Destruction/Day Job are removed due to antisynergy. The addition of Daily Casts gives a bit more drip econ, while Inject gives another good source of draw. I'm currently sticking with Beth in lieu of having a better idea. Stimhack is in the hopes of making those important runs easier to achieve with Conspiracy breakers.

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