Trash if you dare!

crimsonknave 7

Every asset in here can be bluffed as any of the others as well as a 3 cost agenda. It is best to spam two or three out in a turn, often the runner won't think it is worth it to check them all and give up. Once you have a good spread of assets out you should be making bank every turn. Hostile Infrastructure is key here, keep them safe so they can keep everything else safe. Not much beats the look on the runner's face when they hit a snare and realize that if they trash it they'll take two more net damage and flatline.

Early game can be rough since the deck is pretty light on ice. Fear of Snare! tends to help slow the runner down. House of Knives can also be excellent deterrent to rampant running, but don't spend all the counters. Save at least one on each for the threat flatline when the runner encounters unexpected net damage.

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