Cursed Core Damage - 1st @ Rain City 2023 H1 CO

Solomir 364

This deck, like many of my decks, was born from a dream. The dream of using the second ability on Stoneship Chart Room.

Time Bomb has two predominant issues: it takes too long to explode and it gives the Corp time to prepare for it. By using the Charge mechanic to add power counters to Time Bomb, you can accelerate its tick rate and cause it to blow up a turn early, foiling the Corp's plans and allowing you to install another one ahead of schedule.

Of course, Sabotage is a mechanic that gets more powerful the more you stack it, so the plan will converge toward taking a core damage and playing Chastushka on the same turn the Bomb explodes, netting you a whopping 9 cards sabotaged at once.

Or you can be like me and lose the Chastushka (or Mad Dash, or Time Bomb, or other critical card) to core damage when you try to enact this plan. Sometimes things don't work out the way you plan.

Sometimes you sabotage all the remaining Spin Doctors, robbing the corp of the ability to save their agendas.

Sometimes Esa draws you a new Mad Dash after you lose the first to core damage.

Sometimes there are 6 points on top of RnD when a Time Bomb explodes a turn early.

Sometimes all these things come together to win you a Circuit Opener.

1 comments
23 May 2023 Solomir

Sorry all for being late on publishing this list. I didn't spend much time going over some of the more esoteric choices in the deck, but most of that is chalked up to cutting cards by gut feel to get down to 45 cards.

Why no Finality? Running Hot is a better source of on-demand core damage and this deck doesn't aim to be taking core damage every turn. It's a good spice card if you can afford to run RnD on this deck's razor-thin economy.

Only 1x Bankhar? I wasn't a believer until after this CO. Would definitely up to 2-3x.

2x Sure Gamble? Mistakes may have been made. I got lucky. =)