Wanton Destruction

Wanton Destruction 1[credit]

Event: Run - Sabotage
Influence: 4

Run HQ. If successful, instead of breaching HQ, you may spend any number of [click] to force the Corp to trash that many cards from HQ at random.

Illustrated by Chris Newman
Decklists with this card

Order and Chaos (oac)

#35 • English
Startup Card Pool
Standard Card Pool
Standard Ban List (show history)
Rulings

No rulings yet for this card.

Reviews

To me, this is the most intriguing card released in Order and Chaos. The flavor is pure Anarch: screw with the corp's hand, go fetch the good stuff from the dump. #&@* you, mother#&@*er indeed.

The best comparrison card here, I believe, is Legwork. Both cards have the ability to do something to three cards in HQ, on their own. In faction, it's no contest: Anarchs should play Wanton Destruction to save influence and for the ability to synergize with other in faction cards (namely Eater). Criminals, I believe, will still want to gut punch the corp with Legwork, as well: The influence swing is again the deciding factor, and you probably have other ways you want to spend clicks on your whole turn.

In Shaper, however, and maybe just in the event-driven deck I run, it becomes more interesting. Legwork can insta-win the game for you. However, it comes with all of the downsides of multiaccess: Snare! death traps, setting up a Punitive Counterstrike, or simply hitting a hand full of ICE and Operations. Wanton Destruction doesn't care. Think your opponent is setting up the game winning SEA-Scorch-Scorch? Wanton Destruction first click GUARANTEES they won't be able to hit that combo if it's in hand already. You're still SOL against Project Atlas, though. Did you see some Biotics in hand? Wanton Destruction can mess with those plans.

It does have a bigger influence hit than Legwork, so you probably will run 1x Wanton as opposed to 2x Legwork. You can always run one of each instead of 3x Legwork, if that's your thing.

Pros:

  • Ucks with the corps shi.
  • Combos with Eater.
  • Doesn't care what's in the hand.
  • Can prevent you from losing the game via combo like no other card.
  • God help the corp if you are running extra clicks.

Cons:

  • 4 influence likely makes it a 1x out of faction.
  • Takes up a whole turn to really do it's job.
  • In some cases, multi-access is just better than trashing.
  • Deson't synergize with HQ interface.
  • Loses some bite off of Same Old Thing
(Order and Chaos era)
638
So nice with Hyperdriver. I just can't justify the influence cost post MWL though. —

Combos very well with Swift console.