MYDoom v2.0

Feisty 2281

With some more play testing and advice from the community I've corrected the mistakes made on 1.0 and, moving forward, we should ignore most of what I said in that build.

This deck now runs smoothly and is consistent in applying pressure through out the game.

What a game looks like:

A good opening hand with Apex is a Hunting Grounds or Chop Bot with a couple econ events.

Each turn will look something like this:

-Install the least useful card face down.. You'll Levy sooner than you'd think so no worries if it's a tough decision.

-Run. You'll find that you give 0 poops about ice even with half a rig. Hunting Grounds makes Tollbooth a Harbinger trash to get through with Endless Hunger.. Words can't describe how great that feels.

-Prey. I cut an Apocalypse for an extra Prey. Prey was always useful and Apocalypse was only used as an ender. Popping a Hunting Grounds can easily secure a trash on an annoying ice.

-Last click either draw or shake a tag. Kind of obvious but you really want a full hand going into your next turn at all times with Apex.

There are plenty of substitution that can be made (- 1 e3 for an +1 Always Be Running or DDos for example). Thanks for all the help and suggestions. As always, it is appreciated =]

-Feisty

3 comments
16 Aug 2015 Myriad

There are a few things I don't like in this build for Apex based on my time with him thus far.

1 - x1 Apocalypse. Should probably be x2 if you want to trigger it every game. Ideally, I think you want to trigger Apox once, if not twice. In my test games Apoc is the thing you use to leverage the rest of the game. Maybe it is just me, but I have had a lot of success with it.

2 - Chop Bot has anti-synergy with the ID. All it does is cycle and prevents you from building board state. I originally was for it as it is one of the few ways of getting any draw for Apex at all, but I think brain cage + safety first is probably just better.

3 - R&D Interface is not what I would use in Apex. Apex typically is rather poor and this card won't survive an Apocalypse. Maker's just seems like less of a tempo hit.

4 - Plascrete is superfluous if you have about 6 cards installed. At most it is probably a 1 of, not a 3 of.

Best of luck with this guy. He is pretty tough. By far the hardest of the IDs to build for thus far.

17 Aug 2015 TheWackyWombat

I haven't had a chance to play around with Apex yet, but I honestly think a lot of people under estimate the necessity for card draw in his deck and the difficulty of maintaining 'installed' cards to fuel his breaker.

If the corp puts up multiple 'end the run' ice, and most will by mid game, you're either waiting 1 turn and 1 click on a draw, or 2 clicks and additional cred cost, per ice.

Manageable in some cases, but I would not count on getting Prey to trigger on anything you'd actually want to remove. I'd expect you'll only be able to remove a 2-3 strength ice after triggering Hunting Grounds, anything more than that just benefits the corp more.

Card draw will also help keep your hand up against Net and meat damage, because the only thing you'd want to use Heartbeat for is brain damage. Using it against Net or Meat means wasted clicks installing.

One last thing, since you're running e3 Feedback Implants I would definitely run a couple copies of Ghost Runner. You can use it for either credits or trashing, depending on what you need more.

19 Aug 2015 Wolf88

Chopbot in my apex is a 3x card. It is not really "draw" it's a combo piece to have passive economy with wasteland. Installing one after the apocalypse also keeps you from stalling too much and it allows you to trash a facedown card with the intention to recur it. All in all, a solid choice.