Sinking Ship

lowizard 1

Been playing this list for the past week or so with constant modifications. Open to suggestions and dialogue regarding card choices.

=======================STRATEGY=======================

I.) Early game goal is to rush a Hostile Takeover and Archer or Architect. Ice Wall and Enigma shore up holes in your centrals or allow a quick remote.

II.) Mid-game you're looking to punish any missteps from the runner with baiting them into runs on Archer, Architect, or Snare!.

The free counter when scoring Project Atlas allows you to effectively bluff the agenda as a Snare!, Jackson Howard, or Mark Yale while setting up access to your first tutor. This first counter typically tutors up a Housekeeping, Power Shutdown, or Elizabeth Mills to disrupt the runner. Trashing their goodies on a turn you can install an agenda and an asset typically opens up a nice scoring window.

This deck is designed to prolong the mid-game, not survive the late game. Getting a foot hold on your centrals early is important. Near the end of the mid-game you should be chaining Project Atlas and Hostile Takeover for the remaining few points. Keep up the threat of scoring out to force the runner into high-risk runs.

III.) If you are forced into late game amassing credits with Hostile Takeover, Geothermal Fracking, and Mark Yale to power out a SEA Source + Scorched Earth win is your best bet. Spending a turn to gain 21 off a fully charged Geothermal Fracking will give most runners pause or be too quick for them to find an answer to.

=========================TIPS==========================

Housekeeping is a game-changer in the opening turns and only becomes a dead draw super late in the game, usually.

Oversight AI works as another early game power play to rez an Archer without sacrificing an agenda. The only thing better than a single Archer is a second Archer.

With easy access to agenda counters on Project Atlas I'm running a singleton toolbox of cheap agendas and operations: Archived Memories, Power Shutdown, SEA Source, and Posted Bounty.

Installing Caduceus in front of HQ helps shut down Account Siphon and is a nice taxing ICE for low investment.

Running Jackson Howard, Mark Yale, Elizabeth Mills, and Snare! turns Architect into a real issue for the runner allowing you to bluff installs or go lateral for a shell game.

You can effectively bluff Orion by pumping Ice Wall or Nebula a few times.

The ICE is fairly weak to Corroder + Datasucker so force them into taxing runs on your 2/1 or 3/1 agendas and Snare!.

Install, advance, advance an agenda makes the runner consider Utopia Fragment, High-Risk Investment, Posted Bounty, or a greedy Project Atlas. Sometimes using this line on a superfluous Hostile Takeover can bait a very taxing run out your opponent.

Mark Yale + Geothermal Fracking = a clickless 9 or 11 Bad Publicity-free.

Two Project Atlas counters is basically a win condition for this deck. I like to think of games with this deck as a race to 4 agenda points.

====================CONSIDERATIONS====================

-1 or -2 sentries: Shoring up softness to killers by replacing some amount of Orion, Nebula, Taurus, Caduceus with a good mid-game Code Gate or Barrier.

-1 Elizabeth Mills: Dropping down to a singleton Elizabeth Mills for controlling Bad Publicity and trashing problem Locations. Her 1 cost makes her a cheap investment to trash from HQ or R&D and we want more impactful taxes for accesses.

-1 Oversight AI: While great for powering out a super early Archer or Orion we can't abuse the cheap rez effect like Blue Sun: Powering the Future can.

-1 5/3 agenda: The payoff for High-Risk Investment is amazing and fighting through a Utopia Fragment is even more difficult for most runners. Getting stuck with two of these in a game without a good answer or fast remote is problematic.

+1 Mark Yale: Another must-trash asset for your opponent. Rezzing a single Mark Yale can fill the corp's coffers with a glut of credits for little investment.

+1 or +2 Housekeeping: Because two-for-ones are good in any card game. Keeping a stocked hand is also vital against Weyland. This card does so much for bogging down the runner's tempo it's not even funny.

+1 Archer: Because the only thing more cheaty than playing three Archers is playing four Archers.

======================LAST WORDS!=====================

Hope this deck inspires some thought on a different direction than the popular space ICE-centric Titan decks. Now go nuke some fools. <3

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