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 |
This is how I think Anarch should be run - with little to no regard for your own personal safety. If you aren't being self destructive, then you aren't playing Anarch.
A previous incarnation of this deck (+stim dealer, - Corroder/yog and + duggars) was mildly successful at local game night of keeping various (mid level) corps poor. Refining, I found that while AI breakers are nice, it takes a bit to be able to get going sometimes. A Corroder and Yog, with an Icecarver to help keep ice within their range, should help smooth out the money. This deck is a bit high variance on money right now, but Queen's Gambit is surprisingly good for Money with Fast Advance being so prevalent, (maybe not after Clot of course)
Eater and Overmind are to help AS and WD land. Amped. Deja Vu to recur anything you want (usually AS, Queens Gambit if HQ is too heavily protected, and Overminds when Deep Red is out, or preferably Retrieval Run those)
Knight is nice simple protection against Wraparound and pretty good for most ice I expect to see in fast advance/quick moving aggro corp decks.
Play is fast and loose - run. Get hurt. Get sympathy for it, but keep running. Brain Damage? Who cares. Its fast and loose and difficult, and if you can get 2 mediums out and hit RD hard, you'll be flying through cards. Out of the 5 or so games so far (with the previous incarnation) most of the time I didn't have more than Overmind or Knight on the table+Mediums.
Can run into hard walls against fast moving Glacier decks, but if you suspect deep glacier, make use of ID ability hard, and AS to keep them poor and WD to trash big ice you don't want to deal with. (after a medium run for instance)
Most of all, though, play with one big pair of brass ones and recklessly. If you don't have a self destructive chance of killing yourself, then you aren't a true anarch!
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