Competitive Shell Game

bcavalier 258

This deck is a shell game deck, leaving most if not all of your remotes unprotected, advanced, and dangerous.

Only ICEing centrals with taxing sentries, and laying down Victor's on R&D, Janus for the occasional surprise ... yes, you'll have the money for it.

The point of this deck is to bleed the runner dry of clicks. Get them to click through a Victor just to run your melange or Sundew, get the runner to run when they aren't fully prepped.

Your standard turns will often be install/adv/adv or melanging till the runner can't stand it, or CB and install ICE.

The deck worked well for me, but you're really gotta play poker with the runner. This deck doesn't work as an agenda scoring machine, its a mind game for the runner, often stressing them and causing them to make mistakes. Early game mind games look a bit like: Once you've got a piece of ICE rezed on HQ/R&D, doing things like install card A, advance advance install card B, advance advance Advance Card A (Score), install card C, advance.

You've got to do things that make old advancement tokens still dangerous, so, really, bluffing and daring the runner to call you, truly treating early agendas like traps makes old traps still somewhat dangerous. Unpredictable, but not necessarily reckless play is what makes the deck work for me.

Inspired by: Bad Publicity's Sly Squid's Shell Game Deck

Hope you enjoy playing it as much as I have.

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