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 |
+2 Snoop (4inf)
Not tested yet ;)
Pre-CC I started playing with Martin Presley's Supermodernism. This deck is what happened with it after 3 data packs of changing it to suit me more ;). The goal of the deck is to quickly create a remote that forces the runner to use at least two icebreakers. After the server is complete I will try to destroy the breakers the runner plays using ice (Grim, Archer) or Power Shutdown and with Snoop discarding the breakers from their hand before they are able to play them.
I feel that 9 transactions, 3 Jacksons to cycle them, 5 agendas that provide money after scoring should be enough for this deck.
The big amount of drawing is to get the ice I need as quickly as possible. Also I don't want to rely my drawing solely on Jesus Howard as I will often need them to shuffle back to R&D agendas that will be discarded from Power Shutdown.
The SEA Source + Scorched Earth combo is here as a back up plan.
I would love to fit here a Corporate Troubleshooter or two. Maybe for a Snoop but I want them in for the first games to see if they work neatly.
First tests tomorrow, any comments are more than welcome :)
2 comments |
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8 Dec 2013
x3r0h0ur
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8 Dec 2013
bazyn
Yes, I think that you are right and I am quite sure that it will end this way. But I do want to check out how Snoop will work. In theory it helps with either killing runners (SEA Source + one Scorched is sufficient if end up with 4 cards or less) or with trashing something that might be important at the moment if you see it when they reveal their hand. |
Snoop will be way less useful than ct. Fixed breakers are a rage now with sucker being big. Troubleshooter and money can be game breaking if done right.