Legality (show more) |
---|
Standard Ban List 23.09 (latest) |
Standard Ban List 23.08 (active) |
Rotation |
---|
Pre-rotation decklist |
Packs |
---|
Core Set |
Cyber Exodus |
Humanity's Shadow |
Creation and Control |
Second Thoughts |
True Colors |
Double Time |
The Valley |
Breaker Bay |
Card draw simulator |
---|
Odds: 0% – 0% – 0% more
|
Repartition by Cost |
---|
Repartition by Strength |
---|
Derived from |
---|
None. Self-made deck here. |
Inspiration for | |||
---|---|---|---|
Prepaid Crusade 1.1 | 5 | 3 | 2 |
Include in your page (help) |
---|
Game Plan
Chaos Theory gives you a slim deck, and you've got nothing but gas to dig into. Draw as aggressively as possible into burst economy from Lucky Find and Sure Gamble backed by Voice Pads, and drop your non-femme breakers when you find them. Get chronotype and Starlight Crusade Funding up asap (preferably in that order) and watch your sluggish doubles-based turns explode, giving you 9 single click events every time through the deck that can gain you 7 to 11 credits a piece, then do them again with Same Old Thing. Leverage all that money into grossly efficient breaking and pressure scoring remotes or smash everything in sight.
You have no safety net for damage, so always keep a Same Old Thing on stand by in case you lose your LARLAs, and run cautiously against Flatline strategies.
Card Choices
Comet - Comet is insane with (not)doubles and it should hit the table as soon as you see it. It can end up giving you single click actions that can double up on gaining big credits and/or drawing stupid amounts of cards off of Game Day and Quality Time, or making laundry even more stupidly profitable. Dump your hand for cash one turn, then drop one more money card and draw 5 for one click the next, seems good.
Infiltration - This is your only defense against filthy traps. Even at a one of, you'll see it eventually with 24 cards worth of draw (not considering LARLA and Game Day) and 40 in the deck, and Same Old Thing can do it again if you really need it. Suddenly Mushin No Shin on anything seems like a terrible play.
Power Nap - Seems bad at face value, but when you play them deep into your stack they can become even more efficient than lucky find, if you see them early you can always just toss them to overdraw. Same goes for Game Day when you don't need it. Fill up that heap with doubles for even more gas. Worst case scenario, it's a 2 for 1 click with SCF active.
SMC - Only one because you draw hard enough to not really need the tutor, and space is tight at 40 cards. It's there more to threaten remotes with instant breaker fetching and to shore up gaps in your rig while you're still setting up. If you see it any later than that it's discard fodder or a damage buffer.
Mulligan
Look for a hand of money events and draw, bonus points for Pads or early Crusadotype pieces. If you can't at least be looking at 14-15 credits by the end of turn 2 with a full grip you probably shouldn't keep it
0 comments |
---|