RUG Control 1.1

Diegofsv 1368

A control deck making fun of the RUG Magic deck. Green (Diesel and Quality time) is your drawing machine. Red (DLR) to punish your opponent trashing their cards and Blue controling the opponent by crushing their credits, derrezing its ices and even thrash them.

4 comments
28 May 2014 Diegofsv

netrunnerdb.com - This is the updated version that I'm playing right now

29 May 2014 Josh9000

This is a pretty interesting build. I've been struggling to find a good set of influence cards that fits Stirling and his low influence threshold. Never would have thought to use DLR but with Account Siphon and Same Old Thing being so prevalent (especially with the new crim central breakers) I could see this working really well. Do you tend to save the QT's for when you have few cards left or do you fast draw and find that you can play enough to avoid discarding? Also I've never used Running Interference but I'm curious what your experience has been. Is this mostly for late game remote runs or do you have different uses for it? Thanks.

29 May 2014 Josh9000

Also just a thought, I use Security Testing pretty frequently and find it to be solid but usually I only use 2 because having more than one in play makes it difficult to use them both and keep the pace up, thinking I would drop one of those for an extra SOT since there is a pretty complete list of events here, but that's just me.

29 May 2014 Diegofsv

@Josh9000 I changed the deck a little bit, netrunnerdb.com is the version I'm using it. I'm using now only 1 Running Interference, and its more used against HB and Weyland, specially in desperate need to reach out a remote. Security Testing was trimmed down to 2 like you said. I buy like a madman in the early game but try not to trash too many cards. The idea is to have the central assault early on and keep pressure on central servers as soon as the corp starts to score.