Helios v2.1

llama66613 753

Helios

This is the Titan deck I've begun to settle on after a decent amount of testing. It uses the rush scoring style of Supermodernism, but extends into the mid and late game with SanSan FA and SEA Scorch. Snares were removed because I found them too expensive to use in the early game when they are most useful, and I kept wishing for another SanSan.

Keep hands with Scorch or SEA, enough Ice (one is often fine), and economy in Agenda, Asset, or Operation form. Start preparing a remote: if you draw into SanSan, a single piece of ice will be fine; otherwise, go for two. An Archer is always terrific. Once you get Project Atlas or Firmware Updates, start scoring. (Don't FA Firmware Updates unless you already have a rezzed SanSan and no Atlas tokens for some reason.)

If they are too aggressive, you'll often be able to Scorch them before they can get enough points to win. If they try to back off, you should be able to Atlas train a win in just a few turns.

Clot is kinda annoying, but you can work around it. Don't rez SanSan until you score. If you suspect it, try to have the server be secure in its own right. Throw in a Cyberdex Suite if you want, I guess.

Individual Card Choices:

  • Private Contracts: This is a great economy card that really provided just what this deck needs. It used to be Capital Investors, but was far to hard to protect. Now, it makes a nice profit by installing it, and using it three times the next, instantly breaking even on the investment. If they trash it, you have a prime opportunity to SEA Scorch.

  • SanSan City Grid: I don't think this is too mysterious or anything, but it's worth mentioning not just how incredibly it enables a three turn victory with Atlas train, but also how well it combos with SEA scorch. If you FA out an Atlas, they have to make a successful run to trash it. Since you now have an Atlas counter, you are in prime opportunity to kill them dead. If its behind an Archer or something they have to install a breaker for, even better.

  • Anonymous Tip: Just one, a small relic from the more Supermodernism days of this deck. I have found it to be a nice little tempo boost to draw into combo cards when needed.

  • Wraparound: Best binary ice in the game. For an extra credit over ice wall, you get terrific AI/Parasite hate that can really save you against an Eater anarch in the early game.

  • Caduceus: Not technically binary, but far too good to pass up. Does a great job of protecting centrals in the early and mid game, and either pays for itself or taxes the runner on face-check.

0 comments