Weyland DRT snares

x3r0h0ur 8970

Trying with snares too...

3 comments
7 Apr 2014 casek

Love the use of hive in this deck. Never thought of it for some reason. Snare + DRT is a beast since timing allows you to rez your DRT's after they choose to access. The Snare hits, tags them, and then the DRT triggers when the run ends for 2 meat.

I have a version I'm going to try myself but I like having at least 1 power grid overload in there as backup.

7 Apr 2014 x3r0h0ur

PGO is underrated...most definitely. I don't think this iteration of the deck supports it financially, and the slots aren't there. I'd love to have some false leads in this deck to go with the snare + DRT hit, false lead the clicks away, and scorch them! Also Data Raven makes this build more fun, but I think the availability of having multi-advanced cards left on the board to be ghost branches or Vulcans is fun. The version I posted 3 seconds after this one uses posted bounty and vulcan cover up, and 2 midseasons. I think I like that version better, but this one does have that "shit" factor from R&D :) I'm just spitballing DRT ideas at this point, but I'd like to get something playable out of these ideas.

7 Apr 2014 casek

word - I really, really like DRT and wish it was more useful. I've caught people with this general setup. If they're not expecting DRT + Snare you can crush them pretty hard if there's no plascretes out. The problem with this is that people know to play super passive vs. Weyland hence PGO.

I really like using Ghost + Midseason for tags. You're going to really slow them down by piling them on and lord knows weyland has more than enough money to make that happen.