Fast Tennin v.2

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Updated version of this, with beefed up ICE and some emphasis on program trashing.

Removing those Biotics I never had the opportunity to use made some INF space for other ICE, and GRNDL.

Shipment from San San?

Feedback always welcome!

1 comments
2 May 2014 bubo

I like the ICE mixture here better than on v.1, although I'm not sold on Rototurret. To me, it's just a little too binary for a 4 credit rez without additional support. I'd prefer to see Inazuma instead to provide Phase 2 support for the early binary ICE.

I'm having difficulty trying to understand Shipment from SanSan. Two clicks for two advancement tokens, so basically this card saves us.... 2 credits? It's a far cry from a SanSan City Grid and I don't think it would really benefit Fast Advance tactics. Although, this deck is a hairs breadth from a Never Advance build, with The Future Perfect being the only real anti-synergy to that tactic.

I still recommend a singleton Project Junebug in here, just for a Phase 3 option.

Private Contracts works, but it just doesn't seem optimal here. It takes a full turn to setup (install plus two clicks to recover your rez cost and the install click), and then just gives you a 2 for 1 work compression. I'd be testing out trading a Hive for a couple of Green Level Clearances or possibly even measuring how well we could protect some Sundews here.