Big Girls Say Goodbye, Sucker | Mark II

gumonshoe 2987

There's a successful au revoir deck out there called "Goodbye To You", but this deck takes to extremes what that deck only played with. That deck might be more competitive, but this one has Monolith. That's how you know its a winner.

This is version 2 of the Big Girls Say Goodbye, Sucker variant. It's pretty simple to play when you get the hang of it, but your first and only goal at the beginning of the game is to get snitch and at least 2 au revoir into play. Everything else will settle in from there; prioritizing the 3rd one is a good idea too. Workshop will smooth your chips coming into play while you break those icy hearts.

Atman was undervalued, imo, in the original deck list which didn't consider that knowing what every single ice was that was in play would allow you to make extremely powerful plays when you were ready to run, running for the cheapest possible.

The Mark II variant makes a few intentional changes:

  1. More draw. Diesel was not enough. Quality time usually is.
  2. Slightly more economy. Workshop helps at the beginning of the game where typically your were hurting. Most of the cards in your deck can sit on a workshop.
  3. Net Celeb - This is a another slightly helpful economy card if you have to make runs at the beginning, its also the only card that synergizes with workshop and au revoir. To be honest, this is a test slot. Feel free to yank it for the things you think you need. My guess is that daily casts would be better, or really anything. Heck, you might turn it into CyberSolutions Mem Chip and a (I'm gonna say it) Collective Consciousness. With the extra chip you'd have the memory and it'd be a solid burst draw when you're ready to let those walls go up.
  4. Less Monolith. Its the kind of card you only need 1 of. I never break my back for this card, but when/if it comes down you'll be in "God Mode" because it'll mean you can probably break everything for cheap while rigging up at the same time. Humorously, you'll take a lot less brain damage. :)
  5. Levy - I've used this in games that go really long. I'm not a huge fan of the cards or the slots, but what it lets you do with impunity is overdraw. I don't wait to play it until I'm at the end of the deck. I play it when there's a window and I've skipped a bunch of stuff I need. The SoT is there for the jinteki match up.
  6. Less Net Ready - I usually play this off the plascrete so that I don't lose components that I need. But, honestly it's not necessary with atman in the deck most of the time. This might be a slot you consider shifting. It still helps in the blue sun match up though since it lets you bump an atman's strength up last minute. 5 is a good place, but 6 is too. Similarly, 8 is right against some builds, but 10 is a bit better.
  7. 1 less atman. It may be worth losing net-ready for a 3rd atman.

I'm sure this deck will lose at somepoint it always does. But, as the shaper player that I am, I'm pretty in tune with it. Haven't lost yet with it. Which you should take seriously as much as you do any internet bragging. I'm too busy to really put this deck through its paces right now.


Being honest, rush/nbn probably are the weakness. Could see trading that HQ interface for a clot, which would solve some problems, but not all.

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