Tower to the Sky

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lostgrail 114

Prototype Always Advance (AA) deck.

Dig early to get a couple advanceable ICE out on the board. Spend at least one click per turn advancing something. Commercialization and Trick of Light will benefit from this in the mid-to-late game.

Extend Phase 2 by destroying the Runner's Rig. Archer, Grim, and Swarm provide some capability to do this, and Corporate Troubleshooter will help them stick.

Between Shadow and Snare!, you can tag the Runner and hit them with the Scorched Earth, but it's unlikely to get you a win.

Comments welcome.

2 comments
19 Jun 2014 wswan

Your Scorched Earth and tagging capability are so low that it doesn't even seem a worthwhile contingency plan. I'd remove them all for something else. Maybe leave Shadow, because the fear of a Scorched Earth is enough to convince people to play defensively.

20 Jun 2014 aermet69

I'd cut the one Snare! for a Reclamation Order to reuse either Commercialization or Trick of Light. Maybe cut Tenma Line for another one or an Archived Memories. Focus a bit more on the advance power.

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