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 |
Today is Garbage Day, and everything is trash.
The general game plan is to pressure the Corp hard early, and then, once they seem to be well established, Apocalypse. Follow it up with Aesop's Pawnshop and you'll have a solid economy while they rush to protect their naked servers.
The disposable breakers, Clone Chips, Inside Job, Crescentus, and Emergency Shutdown (plus Same Old Things) should let you through the remote a few times when you need to. Drive By lets you conserve those uses when you're not sure if it's an agenda. The central breakers let you pressure just that - the centrals. An open HQ enables Account Siphon and Emergency Shutdown, so it will probably be the first iced. Therefore, R&D will be your best bet for several early accesses.
Eventually the Corp will have thrown down enough ICE that you're having trouble getting through regularly, or you can't get into their remote. That's when you build up for an Apocalypse run. Save up some credits, take everything off Kati, and then spend a turn on Apocalypse. Next turn, throw down Aesop's Pawnshop so you can trash the stuff you need to get back, and for a sweet 3 per turn for a while. Note that if you won't be able to play Aesop's for some reason, you can trash your important programs (mainly the central breakers) by installing another program even if you don't need to free up memory. With Apocalypse and the natural card draw, the deck cycles itself pretty quickly, so Levy AR Lab Access is absolutely necessary.
Hostage gets you Kati Jones and/or Tri-maf Contact for money, Muertos Gang Member for a derez when necessary, Film Critic for safely stealing agendas, or (post-Apocalypse only) Aesop's Pawnshop.
Forger plus Film Critic should keep you fairly safe from tag + scorch, but Crash Space is thrown in there in case of Breaking News + Scorch + Scorch, Tri-maf Contact getting trashed (note: Apocalypse doesn't "trash" it), and saving money on Account Siphons. Assuming you have at least one card in hand (which is trivial as Armand "Geist" Walker: Tech Lord), it's similar to Plascrete Carapace versus Scorched Earth because you're Geist.
Ultimately, the strength of the deck is the surprise factor of Apocalypse after intense early pressure. If the Corp isn't prepared, it's game ending, which is the point. Of course, that assumes the game doesn't end before then.
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