Complete Destruction

XerxesPraelor 3

I decided not to include scorched earth because deckspace was tight and I most of the time everyone prepares for it anyways. The basic idea of this deck is to score some points at the beginning, lure them into a troubleshooted Archer, and then finish getting enough points to win.

I get tons of bad pub playing this, so IRS is there to help with that problem and can also combo well with chum. I tend to have lots of money, so Janus is there to surprise them and make a server very hard to get past. I still have punitive counterstrike so I can recover from horrible hands by putting lots of points into archives turn one, and later either killing them or Jacksoning them back into R&D.

I chose the ice to force the runner to get out all of their icebreakers, and the sentries to make mimic and ninja both have counters. Power Shutdown is amazing, even when you have to lose some AP because of it. I trashed a Garotte at the beginning of one game and won because of that, so I probably won't be taking that out.

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