Destroy All Planets 4.0

jleuze 151

Destroy all the runner scum's pathetic breakers and enact my agendas with impunity.

3 comments
5 Jun 2014 PaxCecilia

Is the economy alright with just the Hedge and Restructure? I guess I should include Hostile Takeover since it can be scored from hand, but profiteering needs 2 turns, and geothermal needs 3 turns to see any money out of it.

Considering you have Grim, Profiteering, Hostile Takeover, and Geothermal Fracturing, do you find that once you get to 4-5 BP it starts to get too easy for the runner to access? Or is the program destruction so effective that they can't use the free credits?

5 Jun 2014 jleuze

@PaxCecilia Yes, I had Beanstalks in earlier versions and it just wasn't needed. With GRNL you can play a first turn Restructure, early Hostile Takeover, or Profiteering and have plenty of credits. Many games I am sitting on 30 or more credits just waiting for Corporate Troubleshooter I can pour money into to blow up the runner's rig!

It's a very risky deck, I regularly have 6-8 bad pub, so if the runner can use that on a breaker, or to install midrun with a Clone Chip or SMC, you're hurting. But the whole point of the deck is to float that bad pub and try to make it irrelevant destroying their programs so it doesn't matter how many credits they have, they can't get in. When it works it's very effective, but it can be tough to pull off.

5 Jun 2014 PaxCecilia

Interesting to hear about the economy. Maybe that was what I was doing wrong with my GRNDL deck...

That was the exact problem I was having. Even though I was dominating credits and points I had so much bad pub built up and not enough trash program actually firing that they'd do like 3 free runs in a turn. Glad to hear that it is working for you, I might try this out sometime :)