Run 'n Gun

clh31 1

This is my first published deck and the first that I've built with Ken, so it certainly won't be as polished or technical as a lot of the decks I see around here! That said, I found this deck to be nothing if not flexible. During the games I played with it, I was able to attack the corp in different and surprising ways and was able to come back successfully from some punishing mistakes.

The idea is running relentlessly on central servers, using Dirty Laundry early and often to boost economy. With Ken's ability, I can do run events on more of a budget, which creates a synergy with the relatively inexpensive icebreakers I'm employing. Datasucker adds to the reward of pushing hard on central servers and kept me dangerous in late game. I noticed that forcing the corp to try to keep me out of the centrals distracted him from adequately defending his remotes. There weren't too many times I found myself locked out of servers, as I included Special Order and Clone Chips to let me tutor in the breakers I need. These are also good insurance against programs getting trashed. Same Old Thing is instrumental in this deck, as It allows me to keep doing game changing events like Inside Job, grab a Special Order if my Rig is missing an icebreaker, or redo an economy event if I'm strapped for cash.

I think there's plenty of room in this deck to play around with the events and breakers I've included. I found I didn't use the Unregistered S&W much, so I wonder if that doesn't really have a place in a deck like this. This is definitely one of the more successful runners I've built, but any suggestions are welcome!

0 comments