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 |
Packs |
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Core Set |
Trace Amount |
Cyber Exodus |
Creation and Control |
Opening Moves |
True Colors |
Fear and Loathing |
Double Time |
Honor and Profit |
Card draw simulator |
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Odds: 0% – 0% – 0% more
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Repartition by Cost |
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Repartition by Strength |
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Derived from | |||
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It's A Trap! | 1 | 1 | 0 |
Inspiration for |
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None yet |
Include in your page (help) |
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What happens when you have one agenda left to win the game? The runner falls for all of your traps. This deck makes the runner think real hard about install, advance, advance actions. Its supposed to be a fast paced game, before an R&D lock is there, but even then the Snares will help. What is annoying is The Future Perfect. Half your agendas, the runner has to guess the right credits to steal.This has to be the stupidest game mechanism.
0 comments |
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