Stirling - No Country For Old Man

romainnut 11

The idea of a DLR deck with joshua B. / Masanori / NACH is far from new. What makes it good now is Ian unique ability. Mill deck don't plan to run often, but they usually suffer from a bad economy : removing tags is expensive, and that 's where Ian's ability shines.

As a combo deck, combo pieces are essentials, so this deck doesnt seek for long term efficiency. In that regard, Mr Li here is far superior from ProCon, because you want it early and prefere to keep your hostages for key cards if they dont show up.

how to play this deck :

1/ find combo pieces :

During this initial part of the game, you dont mind the corp scoring agendas. Sure, they will be ahead, but then your econ engine will be turned on, and your board should be overrun with ressources and connections. Mr Li is a staple here, mulligan for him. If you can, try to install DLR early on, usually from a single archive run.

2/ Alternate mill round and draw round.

With you combo on the board (DLR + Masanori), you can start milling 2 card per turn (run => jackout, DLR, DLR, remove tag).

2 cards milled for 2 cred and a full turn, that s not that impressive. Things only get better as you get Crash space, Joshua and NACH on the table. you re then able to mill 3 cards per turn, without spending a single credit.

Knowing when to mill and when to draw for overmind could be tricky, but having an overmind inplay, with E3 as support, means that no remote is safe anymore. With the source, protected with some fall guys, you should be able to know when the corp want to score. Having to pay 3 more to steal seems expensive, but the source really mess with your opponent gameplan.

3/ Prepare for the glory run

Game will usually go to corp being decked out, but if you opponent threat you on match point, you can go for the glory run on archives after milling 3 more cards !

4 comments
8 May 2014 romainnut

Oh, and I still find easy mark better than calling in favors, as the last is not that good in the early game, where you could struggle for cash.

16 May 2014 melee

"Things only get better as you get Crash space, Joshua and NACH on the table. you re then able to mill 3 cards per turn, without spending a single credit."

Why 3 and why without spending creds? 1 click masonori, 4 cards trashed. 2 creds for NACH. crash space is useless at thiis point.

20 May 2014 MrMint

"Why 3 and why without spending creds? 1 click masonori, 4 cards trashed. 2 creds for NACH. crash space is useless at thiis point."

Joshua give you one tag at the end of the turn (2 cred for NACH with Iain), you still need the tag from Masanori (first click) and need to remove it by using a click and the 2 cred from crash space.

Click 1 : Masanori, click 2,3 and 4 DLR, click 5 remove tag, end of turn : prevent the tag from joshua. ;)

8 Jun 2014 melee

ok, you mentioned earliel 2 cards per turn and it sounded like crash space changes sth in this matter. Still i much prefer Stirling with siphons, at some point you hit hard and start milling 5 cards per turn. Without draining money it is impossible