Self-destructive Tendencies

LukeAriel 64

Sometimes, a very bad deck is also very fun

Boom

On occasion, you sit down at the table, and you just want to make someone hurt.

But you don't want to play with tags. Those are for those wimpy news organizations with their ticker tapes and their yellow cards.

AND

YOU

HATE

THE

COLOR

YELLOW

So what do we have here? A rushy-killy deck. But not your everyday rushy-killy deck. This one might just Self-destruct.

On the whole, the deck shouldn't win many games. If the runner can see what you're up to, they can play around your game plan so, so easily. But the good news is, runners are humans (yes, even the transhumans and cyborgs). And like the old saying goes, to err is human.

Latin

As a result, you're going to win games. More than you deserve.

wlr

You have a few lines of play, but most of them are going to require you get money. Score your Hostiles, jam your NGOs, let go of your SSLs, Commercialize your Masses, etc.

Start jamming agendas early. You also probably want advanced ice on R&D because Indexing is some poopy poo. From then on, you try to rush every thing you can, if you don't have the kill in hand.

Your influence goes to 3 Kakugo which is essential, and 1 Neural EMP which is not. You have 1 inf leftover but forget about that we've got killin to do.

Hot Fuzz is criminally underappreciated

Your dream play, of course, is forcing the runner to run a remote protected by a Masvingo and Kakugo, containing a Self-destruct and a double-advanced NGO Front. You likely won't ever quite get the perfect play, but this is the basic architecture of your most punishing play. Between your ID ability, Kakugo, and the Self-destruct, you can hand out 5 damage in a single run. Not to brag (read: definitely to brag), I have landed no less than three Self-destruct kills. This is very rewarding and you will feel much better about yourself as a person.

But you have other lines of play. A scored Broad Daylight will push you over the edge into kill territory more often than not. In combination with Punitive Counterstrike or Neural EMP, (both of which you can Consulting Visit at your leisure) the runner has to be very careful about how many cards they end their turn with in hand.

You also definitely want to keep an Enforced Curfew in hand in case your employees strike. Employee Strike is a bad card and anyone who uses it is a bad person. I also love the inconvenience of reduced hand size for the runner, especially if they were silly enough to Stimhack an NGO earlier.

But why didn't you include (insert much better card for this deck here)????!!

I didn't think of it and this deck is a beautiful desert flower as it is

But why did you include Changeling??

This deck already has Self-destruct in it we're going full throttle into silly town. (But seriously, it's actually decent- at one advancement it's a huge hassle for MKUltra. Having a 4 str etr sentry is nice.) If you want to swap for Hortum or another piece of good ice, I wouldn't say anything. But I would judge you silently.

How do you win against a rich runner?

You don't.

Is the Neural really necessary??

I don't think so; I think Ark Lockdown would actually be a valid swap here.

No Preemptive Action??

Nobody lives forever. Preemptive just makes your games longer and you're here to win fast or lose fast. Preemptive is a crutch.

be brave

I have nothing else to say. HF, GL, and kill some runners for me.

2 comments
21 Sep 2018 Saan

Snare! is a fun inclusion in a deck like this. Having someone trundle through a single advanced Mausolus and into 3 more net damage on access is one of the more fun things you can do in BoN

21 Sep 2018 LukeAriel

I agree that Snare is really fun in BoN decks, and I usually try to include it or Breached Dome in my BoN decks. However, it has a pretty hard anti-synergy with Self-destruct in the remote, and it's hard to bait runs with a Snare since you only really never-advance the Atlases. So it's mostly valuable in R&D and HQ, but without Preemptive Action it's hard to get mileage out of it.