The Fellow Anarchist Handbook

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This deck focuses its play in anarchs’ most beloved strong point: game denial.

To get this objective, we’ll use recursively the following cards:

Noise: Hacker Extraordinaire - Use it wisely. First, have a look at R&D if possible, then play a virus if you didn’t like what you saw, as there’s no need to show your opponent every virus you draw. Get rid of every ice you see and try to remember the cards you reveal with Medium.

Imp - Use it to trash expensive assets/upgrades or during runs on HQ. Scorched Earth, Biotic Labor are common examples of cards that should be chosen. It’s also useful to force the Corp to spend a whole turn to avoid the effects of this great card.

Parasite - With Datasucker & Clone Chip, it will be your main way to make runs. Play them inquisitevely on R&D or HQ to force the Corp to waste their resources and keep it poor.

Medium/Nerve Agent + Demolition Run - Used to win or finish the Corp strategy off. Use #Demolition Run as an unexpected resource, when Medium or Nerve Agent has enough virus counters to blow up a significant amount of cards. Once again you’ll force your opponent to change his mind and focus on defending.

Economy engine:

Play Cache as much as you can. Then trash it with Aesop’s Pawnshop to return it again to your hand with Deja vu.

Draw engine: Nothing new under the Sun, Wyldside to keep your hand full of cards and Djinn to search for a concrete virus and increase the percentage of non virus cards in your stack.

Icebreakers:

Leave at least 1 Crypsis so it can be easily found with Djinn when you need it. Fell free to modify the rest accordingly to your local meta-game. Choose Knight for the Lotus Field friends :).

As a summary, this deck is really flexible (once your draw engine is set up), as its strategy does not depend on the decks you’re playing with. The key point relies on choosing the right cards to trash.

Enjoy!

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