Alice's Rusty Hammer (C2RB)

asura8 8

So, new MWL information is released and the economic boons of Bloo Moose are no more. The next best thing I can think of? Why not make a deck that wants to do a lot of little runs, forcing the Corp to spread their defenses thin or suffer some nasty blows.

Alice seems a natural for this - hand destruction is hard to allow over a consistent basis. With the addition of some Archives Interfaces to bypass any nasty tricks, you can spend a lot of time hitting their Centrals and making them pay for it. With the addition of turtle, you can build up your breaking power as you do so, forcing the corp to hopefully take a tempo hit!

The icebreaker kit is pretty standard - conspiracy breakers + Turtles. We want to compress clicks a bit, so we're going to run a lot.

2 comments
27 Sep 2017 Income Tax

Seems like you'll spend a number of your turns drawing manually. Have you considered throwing in some Injects or Earthrise Hotels into the mix?

The 2x Beth Kilrain-Chang seems odd to me. Have you considered running 2x Indexing instead of The Turning Wheel, and shifting to a Cutlery based deck with Same Old Things?

28 Sep 2017 asura8

Iterating on this as well. You're right about the drawing manually - it is eating up a lot of time. I was avoiding Injects previously out of fear of trashing Aumakua. In hindsight, probably not an issue while running three of them.

I haven't really considered using too much Cutlery right this moment. It might be a good idea, but I am unsure where to pull to open things up for those. I'll have to test how that works.

I like the Turning Wheel for the synergy with Aumakua and making large numbers of runs - I find this deck typically wants to make ~3 runs a turn.