Kate Teaching Deck

ncaron 111

I've been showing the game to a few friends lately and decided to try and build a pair of "ideal" teaching deck. Here is the reasoning behind the build.

  1. Keep it simple. Money, good breakers and good draw to get to those pieces.
  2. No tutors. A newbie does not know what to search for and sifting through the deck, reading tons of cards make for a tedious experience and new players already have enough to handle. Plus, if they are playing against another new player, the downtime of having your opponent read 30 cards trying to figure out what he wants/needs is not super fun.
  3. Infiltration. I very rarely play that card, but in my experience, new runners are often shy and afraid to run. This card can help them realise that "hey! That ICE can't hurt me that bad!"
  4. No damage prevention... this is more a reflect of the fact that my corp teaching deck does not focus on flatlining the runner.
  5. Well defined victory paths. R&D Interface and Maker's Eye make the focus of this deck on R&D obvious and leads the player to a clear victory path of establishing R&D lock.

This deck runs decently (I'll post my teaching corp deck soon...) but I'd be curious to see what you guys think could be changed/improved in it?

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