Legality (show more) |
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Standard Ban List 23.09 (latest) |
Standard Ban List 23.08 (active) |
Rotation |
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Pre-rotation decklist |
Packs |
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Core Set |
What Lies Ahead |
Future Proof |
Creation and Control |
Opening Moves |
Fear and Loathing |
Double Time |
Honor and Profit |
Order and Chaos |
Card draw simulator |
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Odds: 0% – 0% – 0% more
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Repartition by Cost |
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Repartition by Strength |
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Derived from |
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None. Self-made deck here. |
Inspiration for | |||
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some sort of shell game nonsense | 3 | 3 | 6 |
argus security: bad at security | 1 | 1 | 0 |
Include in your page (help) |
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I'm under no illusions that this deck won't be terrible.
However, the mushin bluffs with government takeover versus project junebug. I can't wait to bring this to casual play night.
7 comments |
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21 Jan 2015
johnnycreations
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21 Jan 2015
bblum
Yes, well, it's a one trick pony. Win with government takeover once and then never play it again. :P |
18 Feb 2015
hi_impact
Absolutely hilarious deck. Here's a three step primer: 1) Mushin out some random garbage that may or may not be government takeover. 2) Play the game for a few turns and ignore the Mushin. 3) Out of nowhere, triple advance the Mushin and pass the turn. Watch your opponent sweat like a sauna. I was thinking about bringing the deck to the GNK night but I would feel like a total dick to anyone who had the unfortune of matching against this deck. |
18 Feb 2015
bblum
The key is actually to put a 4th advancement on all your mushins. That way ghost branch is guaranteed to stick and junebug can't be played around short of quality time or deus. |
I don't understand the Mushin/Government Takeover play. You still need (at least) 5 advancements after the initial turn. Are you just going to keep advancing, threatening both Junebug or the win?