Quetzal: God of the Afterlife

chrispedersen 182

4 comments
25 Nov 2014 holosmoss

How much use do you find out of the PPvPs ? I cut them myself and i even had a levy so they did their job a lot. IT was just too slow, I found that cyberfeeders get used way more, especially if you dont install ppvp and run ;) Of course that feeling of free lucky finds is overwhelming haha.

25 Nov 2014 chrispedersen

Ah, you're comment is so far afield from my experience that I can't really even process it.

Cyberfeeder trades two cash for 1 recurring income that can be used to install viruses or use a breaker. However this deck uses inject to draw - which will be trashing many of your programs, but allowing events to hit in hand.

Your first priority is to establish your economy. Inject allows you to do this by pulling forward your prepaids, luckies - as well as your draw (quality time/ deja)

There are two styles of anarch - one that does multiple runs (medium, nerve agent) and another that does fewer runs. (This deck).

I don't think cyberfeeder is tier one in virtually any deck any more. It takes more than 3 turns to make a profit. Click to draw, click +2 credits to play. Since a click is roughly work 2 credits - that means you need 7 turns of running before you turn a profit.

wherease, when played perfectly, each prepaid returns 16 credits. Its not even close.

I've posted up the later version of this deck (look for it).

25 Nov 2014 holosmoss

I should make a chart of cyberfeeders uses in my games and compare how much I would save on event played. I do miss the ppvp since using 3 clicks to get to Lucky find range is ugly even with 5 clicks.

I think I use the cyberfeeder way more than you could just by using Darwin (free evolutions), I just had to cut somewhere since I started with both cyberfeeder and ppvp (awesome against slow corps but wow is it slow).

This list seems well rounded event and program wise for varied opponents, I enjoy the balance :)

Concerning the wyrm parasite kit I have no experience there so I will assume you do generate enough creds to open R&D to your Keyhole, but without passive booster like Grimoire and Ice carver it seems to be only a temporary tactic to clear a path (just a supposition based on your console and the probability of multiple knights).

Also you have no way to install the parasite on encounter (clone chips, Savoir faire) and you wither facecheck or lay knight on top first. So if I get the tactic right you have to use 2 clicks to put knight on something, run it , parasite it, run it again and kill it with Wyrm. Just seems slow to me especially if they just have tons of crappy ices (think The Foundry). Wouldnt it be faster to replace astrolabs by savoir faire (could save clicks both on knights and parasite for a 2$ cost which can be a very good trade when you make 7cred a click with Sure gamble) and use grimoires ? Clone chips don't cost mem so they might be better too haha.

I get that you have only green draw, but may be 3 Quality time and injects are enough.

25 Nov 2014 holosmoss

missed a click on moving knight away before the parasite kill, so that is 3 clicks(knight) + 3 clicks for the runs and parasite install (right?)