Chameleon Shell Game [Startup]

kikar 3

After a lot of tweaking, I really like where this deck currently is. It can run well against most corps.

Mulligan guide: Draw is probably the most important, and then econ. The best starting hands have both. So hands that have 1 econ + 2 draw or 2 econ + 1 draw are reasonable keeps. Probably a hand with The Class Act is an autokeep.

Card Choices: The Class Act: 5 influence is a lot, but it's really really helpful in getting to the critical cards. It also works extremely well with Aniccam and DreamNet.

Boomerang: 2 Boomerangs are critical. This deck has no other way to break Ice with 6 strength or stronger other then Boomerang. The main game plan is to use Tao to favorable arrange ice, giving up a server or two, and using boomerang to help get through other ice. Additionally, since Paue's Cafe can host boomerang, effectively one can use 2 Boomerangs in one run if necessary. Finally, Boomerang also helps force a corp to rez ice, meaning that choosing the right breaker with Chameleon is easier.

Pelangi: Originally, I was running Egret, but didn't really use it in that many games. Pelangi has the same effect with a clear advantage of being able to be used on unrezzed ice. The limitation of only being used twice isn't that big, given that with multiple Chameleons, boomerangs, and careful arrangement of ice, most sequences of ice can be broken through.

Gachapon: This is a significantly less expensive alternative to SMC. While it has some drawbacks, it hits 10/40 of the cards in this deck (including DreamNet and Cybertrooper Talut), and removing some unnecessary cards to thin the deck is actually an upside.

Flexible cards: Harmony AR Therapy and DreamNet are the most questionable choices in this list. One could consider running one more Daily Casts, an SMC, maybe trying to fit in a leech, but I think that DreamNet both helps with draw and synergizes with Gachapon. Additionally, Harmony ensures that it's harder to get shut out of games because critical cards got trashed.

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