Quick Ignition - Spark Rush v1.1

GrandpaJake 51

This deck uses a combination of econ denial and rush potential to win games.

If your opponent doesn't have anything to trash resources cheaply, then you should be flooding resources with maybe one ad ice in front of them, rezzing pretty liberally on your turn. Remember, any time in the middle of runner turn that they do something to gain them money (even a sec testing run or something similar) is a good time to rez, especially at key points (5 creds for Opus or Sure Gamble, 6 for liberated, even 2 for dirty laundry or 3 for Faust/Daily Casts/Pancakes combo.) Getting those most out of those rezzes is key to the success of the deck, because otherwise you should just be getting the most out of the draw and influence of NEH.

Save the big ice for centrals and maybe one scoring remote (where you can stash San Sans). Try to stack the little ad ice as far towards the outside as possible, and don't be afraid to over-ice, you'll have money.

Scoring can happen most of the traditional NBN ways. Astro trains are effective as always, and you can really tax them to the point that ads (that help you pay to rez the ice behind them AND that SanSan) in front of a Tollbooth are just too taxing to get through quickly. I end up getting double astro counters relatively often, which lets you score GFI from hand, which is a wonderful feeling.

The influence is pretty non-negotiable. The agendas really make the deck in terms of letting you score 3 to win and making your opponent spend a lot to steal 4, and the San Sans+Adonis's are core the plan of the deck.

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