The Dutchess

ExplodyCat 506

Highway to the DANGERZONE

So this deck has been doing me amazingly well on OCTGN lately. The basic idea is that they HAVE to have both an answer for the barriers and the sentries in order to beat the glacier playstyle of the deck. Not only that but inazuma in front of a destroyer punishes them for having forgotten their decoder. Since there's no other code gates though, they aren't given a reason to install a decoder until they've found the inazuma at which point it may be too late.

Prior to The Spaces Between, I was running 3 corporate trouble shooter and the executive retreat were split into more 2 pointers. Worked decently that way but have changed it since to have slightly lower agenda density. The most important additions have been will o the wisp and login encryption protocol. I feel such a strong current out of HB is almost like cheating with such easy access to archived memory to replay your current if it does actually ever get trashed and then also such punishing bioroid ice guaranteed to have some subroutine be unclickable even if they run as first action. #Will o the Wisp on your servers with barriers will also give you a strong play to make certain that even if they got through, they'll have to do an awful lot of recovery work to rebuild their rig. Most games I find that you're able to wreck their rig beyond repair by just focusing on killing Fracters and Killers.

2 comments
26 Aug 2014 Whrrrrr

first

...Uh yeah. This deck is scary as heck. Well done. But why only 2 copies of Will-o'-the-Wisp? Relying on Archived Memories to get it back seems kind of silly when you could also run 3 and use Archived Memories to multiple purposes. Maybe drop one Domestic Sleepers?

27 Aug 2014 ExplodyCat

@Whrrrrr Domestic Sleepers was much more useful when I was running all 2 point agendas. The problem was I felt I was getting much more agenda flooded and really needed a way to push the game more towards late game. By late game I should have had some success wrecking the runner's rig. So opted to reduce the agenda density with Executive Retreat which I felt could help push me towards late game more if I managed to score it. With the 3 pointers in now though, Domestic Sleepers only consistent use is now fodder for the Archer. So yep, I've been considering removing them. Other potential tweaks are changing Executive Retreat for Priority Requisition. Then also possibly going oversized by a category.

For the other thought, 2 Will-o'-the-Wisp are plenty enough for the runner to have their game set back so very significantly. The reason not to run 3 is that its a dirt cheap trash cost so if they can get in r&d early game, it only improves the odds they'll get an easy trash on it. Also, it loses potency as the game goes on longer. Uninstalling a breaker with only 4 cards left in their stack is often not worth the effort.

Bonus pro move: Archived Memories a Will-o'-the-Wisp or an Adonis Campaign from archives. Then install a 2 point agenda in your remote. End turn with a card draw. I've won several games this way now.