Plain Old SSO

SSO Industries Fueling Innovation

13 influence spent (max 15, available 2)
20 agenda points (between 20 and 21)
49 cards (min 45)
Cards up to Whispers in Nalubaale
Barrier (8)
Code Gate (4)
Icebreaker ()
Multi ()
Other ()
Program ()
Sentry (3)
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Standard Ban List 25.04 (active)
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duckrental 7

I played this for most of our last league and it did reasonably well for me. The deck went 2-1 in the league tournament, defeating Gnat and Hayley/Geist and losing to 419 (in part because I miscounted credits and blew a Punitive early). An earlier version without MCC went 2-2 at Regionals, though one win and one loss were extremely stupid games.

Ideally I want to rush a couple of three-pointers and finish with Fast Track -> install Hostile -> Trick of Light, but if I open a Hostile I'll probably just score it first turn to avoid the chance of the runner stealing both and forcing me to score three 5/3s. Trick of Light, Dedication Ceremony, and Mumbad Construction Co. are there for FA shenanigans and Punitive Counterstrike for shooting runners in the face. Cyberdex is just to help stop turtles, and Scarcity is primarily just to counter E-Strike.

Certainly still room to improve. The ICE mix is probably a little too barrier-heavy in an environment where Paperclip exists, and I've got two unused influence. At one point that influence was spent on a copy of API-S Keeper Isobel, but there's enough money in the deck that she ends up being unnecessary. There's also still an open restricted slot, which I have, at various times, considered filling with Surveyor or Hunter Seeker.

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