Alice Doesn't Like Nice Things, or Learn to Love Kim v2

Edward Kim Humanity's Hammer

15 influence spent (max 15, available 0)
47 cards (min 45)
Cards up to System Core 2019
Too many copies of a limited card
Agenda ()
Asset ()
Event (18)
Hardware (3)
Operation ()
Resource (17)
Upgrade ()
Barrier ()
Code Gate ()
Icebreaker (4)
Multi ()
Other ()
Program (5)
Sentry ()
Legality (show more)
Standard Ban List 25.04 (active)
Rotation
Deck valid after Second Rotation
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Alice Doesn't Like Nice Things
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Jthrevenge 17

The idea is to be highly disruptive, run-based, and fast.

--ID, Hacktivist Meeting, Mining Accident, Run Amok, Maw, Bhagat, Councilman, DDoS, Political Operative, Lamprey, and Imp are all there for destruction of some sort. (I wanted to focus on HQ destruction, but I was frustrated finding a consistent way of doing it [Clan Vengeance is there, Utopia Shard, and others exist] and I now see HQ disruption as more of a boon than focus).

--I've Had Worse, Inject, Making an Entrance, Street Peddler, Off-Campus Apartment, Test Run, and John Masanori are there for card draw/sorting

--Dirty Laundry, Mobius, High Stakes Job, Daily Casts, Oracle May (With MaE/Test Run), Supplier, Datasucker, and Imp are there for econ... Doubling-down on run-based econ, card-draw, and disruption

--Turning Wheel is multiaccess

For a while, I was toying with a Maw, Equivication, RNG Key combo but it seemed... Weird. Basically, a run on R&D turns into: 3C or 2 card draw, 1 HQ discard, and ideally 1 Fri. Chip virus and 1 Datasucker. The issue being that I have to draw into all of that, it still doesn't help me win directly, and it's vulnerable to R&D being ICE'd over.

I am still fixated on HQ annihilation. Between Alice's ability, Clan Vengeance, and Hacktivist Meeting it should be possible to make it so that the Corp will NOT be able to rez non-ice cards... Not sure if that's really necessary, however, if the Corp is kept broke...

I'll update after I play: --Play 1: Install eXer and Imp, Run R&D and access Cyberdex Suite... Lose 7-0

--Play 2: Deck functions as intended and win 8-2

Changes: Switched ID to Kim and thinned the deck by eight cards while upping card-draw. The idea is to be blistering fast and aggressive.

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