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 |
Cyber Exodus |
A Study in Static |
Creation and Control |
Second Thoughts |
Fear and Loathing |
Upstalk |
The Spaces Between |
First Contact |
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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Mutating Bioroids 2.0 | 12 | 9 | 8 |
Inspiration for |
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None yet |
Include in your page (help) |
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Credit to x3r0h0ur
5 comments |
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8 Sep 2014
x3r0h0ur
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8 Sep 2014
x3r0h0ur
oh actually howler trashes after it hits, you wouldn't be able to mutate it unless they broke it with an AI. |
9 Sep 2014
Ulkrond
Using the subroutine on Howler is Optional. So unless you have a large surprise in hand, you can rez and fire and keep in play so you can mutate later. |
25 Nov 2014
Ulkrond
The deck fails scrapping this project. The foundry and Mutate do not work well together. |
I like the changes, I'd like to see interns and all 3 archived memories, since you'll be getting more use out of howler that I was out of next/quandary. AM works a dream in this deck for getting back BER/OAI, and in your case, toybox and howler, even ELP. Not quite sure where it slots, but I think it can be quite strong. Let me know how it plays, I'm interested to see what my deck is mutating into :P