The Quiet Refinery

YsengrinSC 1437

5 comments
24 Jun 2014 x3r0h0ur

I think false lead is unnecessary without bioroids and snare!s I'd drop them for posted bounties at the worst.

24 Jun 2014 YsengrinSC

I hadn't thought about the difference of not removing the snares, which does reduce the utility a bit. However I think false lead offers more than posted bounty. It's almost unfathomable that I'd be able to use posted bounty to land a kill (requiring it to be installed and advanced), so then it takes a click & credit out of a runner's next turn. With false lead I can chose with a lot more precision when to take away two clicks. Also it gives me more flexibility for Archer. But it's probably worth looking at some of the other 1 pointers, I just don't know if any of them offer anything substantially better.

24 Jun 2014 moicelona

Can I suggest Veterans Program as your 2x 1 point agendas? You'll stack up quite a bit of bad pub with this deck and clearing them along the way would help you out.

24 Jun 2014 x3r0h0ur

Posted poses an interesting puzzle to the runner, do I run that server on the 2 advanced card and steal the posted bounty, but then drop into sea source range, or do I let it sit and hope it's not a Posted Bounty, and let them advance, tag, scorch scorch. It's about baiting that all important credit drop.

2 Jul 2014 YsengrinSC

This deck isn't really looking to put down scorch as the primary win condition, so I'm still not really convinced on Posted Bounty, though it probably is really strong. Veterans program is certainly worth considering, though this deck is usually looking to keep people out by keeping them from having the breaker. But if I run this deck again I would run Vet. I would also take out the pads for Beanstalk Royalties both wraparounds for another inazuma, and maybe an interns to pull ice back in.