Grave Decisions: Burial

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This is one of three Grave Decisions decks I've been tinkering with. I'm a new player, and I find Harmony Medtech effective and easy to pilot. The premise of all three decks is that the runner will usually need to steal three agendas to win--because GFI--while the corp will only need two. This increases the pressure on runners to initiate on remote servers. If they won't, it is relatively easy to win by scoring out. These decks each have a little flexibility, but they mostly implement a tight strategy. Each has a slightly different ICE construction based on different average economy levels.

A main move in all three decks is to quad-advance an ambush asset or a GFI for three clicks and a credit with Mushin No Shin. Here's how the three Grave Decisions decks differ:

Grave Decisions: Cremation - Low economy, weak ICE, high kill chance. Pesky uninstalled ambushes to keep runners low on cards. More cards that tag to add the threat of a Scorched Earth kill.

Grave Decisions: Burial - Medium economy, medium ICE, reasonable kill chance. Pesky uninstalled ambushes to keep runners low on cards. More advanceable ambushes. Use Back Channels to recover a loaded ambush if you're running low on creds.

Grave Decisions: Medical Bills - High economy, strong ICE, low kill chance. Reuse advancement tokens on Junebug and Ice Wall for a credit infusion with Back Channels OR to fast advance a TFP with Trick of Light. Install Jinteki's biggest ICE to make a nasty remote. Deplete the runner of credits and cards with an ambush in the remote...or score out an agenda if they can't afford to break it.

Always keep at least 1 credit to maintain the Junebug threat. Siphon poses the biggest threat if the runner can keep you bankrupt for a turn or two. Keyhole and Indexing are also tough. Based on whichever ID you're going against, concentrate ICE on the centrals appropriately. Don't be afraid to Mushin No Shin an early GFI if you get one. Especially if the Runner is preoccupied with building their rig to get to your centrals. If you can get an early agenda, winning is almost assured. If the runner steals, it's still anyone's game...and the threat of death is alive as ever!

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