Legality (show more) |
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Standard Ban List 23.09 (latest) |
Standard Ban List 23.08 (active) |
Rotation |
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Pre-rotation decklist |
So this is my Maxx deck. The plan of this deck is to put pressure on every server and have the click efficiency to overwhelm the corporation before they can get set up. Because this version of Maxx is so aggressive, the game ends before a Levy AR Lab Access is necessary.
3 Eater
3 Keyhole
2 Account Siphon
2 Vamp
2 Wanton Destruction
This is the basic plan of any Eater Maxx deck. Eater gets through most ICE, and Keyhole and Siphon play around Eater's drawback. I play 2 Account Siphons and 2 Vamps because it is important to keep the corp on 0-3 credits. Wanton Destruction usually seals the game away, so you shouldn't need to play it more than once in a game.
3 Day Job
3 Dirty Laundry
2 Queen's Gambit
3 Sure Gamble
3 I've Had Worse
Econ cards. I selected the most efficient possible. Its a bursty econ, but you're not spending that much after you've landed a Vamp or Siphon.
3 Deja Vu
3 Retrieval Run
2 Clone Chip
3 Same Old Thing
My recursion. Deja Vu gets back whatever you need. Retrieval Run gets any program out of your heap, and gives you Femme at a huge discount. Clone Chips protect against any suprises, and can help you assemble Eater/Keyhole. Same Old Thing can recur any event you need, often acting as a catchall because of Maxx's mill.
1 Corroder
1 Femme Fatale
1 ZU.13 Key Master
I play a normal breaker set to get around any Eater hate. Corroder gets through Wraparound, Femme bypasses any one thing and breaks swordsman, and ZU.13 helps get into archives or remotes when you need to access. Even though I only play one of each, Maxx's ability causes them to show up in a timely manner.
2 Forked
1 Knifed
2 Spooned
These are currently flex slots, so I'm trying out a utensil package to play around Blue Sun and any big ICE that the corp may slip through.
Resources
This deck avoids removing tags at all cost, so most resources are going to be trashed before they are useful. Same Old Thing is an exception, because being able to play events from the heap is worth the risk.
Scrubbed
It is currently not in the deck because I found it hard to justify playing sometimes. It will probably be back in eventually, especially if my playgroup starts playing currents again.
Spinal Modem
It fits the gameplan and gives you a source of recurring credits, but I often found it just sitting in my hand because it costs too much when my economy is fine already. It would be nice to have some source of extra memory though.
Levy AR Lab Access
This version of Maxx doesn't need to go through the deck more than once, and the exclusion of Levy frees up room for Clone Chips and ZU.13
I found it easier to explain how to play as a series of tips rather than in paragraphs. So in no particular order:
Keep the corp poor at all costs, for that is how you control the game
Do not remove tags, because the worst things that can happen to you can only happen if the corp has the cards AND the money to stop you.
If the game ever gets to the point where it seems the corp is getting ready to do something proactive, use wanton destruction. Keep them on the back foot.
Kill all Jacksons on sight
Don't be afraid to kill eater or keyhole to install another breaker if this means that you can win the game. The corp has been putting resources into stopping that strategy all game, so attacking from a different angle may result in an easy access.
Be careful, but don't be fancy. Your only goal is to win the game.
Be aware when the corp dumps all their money into a piece of ICE during a Siphon run. This can be just as effective as if you had actually landed the Siphon.
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