1TurnWin4.2

OneFabric 98

V4.2

Removed Cerberus "Cuj.0" H3 in favor of Mongoose. Added I've Had Worse for dealing with damage on runs before I used The Noble Path. Added Demolition Run to possibly deck the corp if I cannot win by agenda's alone.


V4.1

Removed Self-modifying Code and added All-nighter, as well as an extra Mongoose. Feedback Filter for against Jinteki.

Need to trim the size to 45...any ideas?


V4

Card Choices and dilemnas

Damage of all kinds is not really a problem, because the point of this deck is to win in 1 turn. The only exception is playing against Jinteki, because of all the net-damage cards I will encounter with all those Mediums. I hope The Noble Path will take care of that.

One problem with The Noble Path is that it's a last resort. Once I ditch my hand, I will need to draw back up a lot if I need to weather the Jinteki Onslaught. Perhaps I will need I've Had Worse...Not sure yet.

Substituted Dirty Laundry for Stimhack for mainly tempo reasons.

For some reason I had a lot of influence left over ( maybe because I "discovered' Force of Nature ). I therefore added Self-modifying Code....wondering if I should substitute those with All-nighter.


V3

Card Choices

Removed all copies of Déjà Vu because I removed Inject as well as Street Peddler. Feel the deck is more balanced now, still needs to be tested.


V2


Introduction

The idea is to win in 1 turn.

Having Medium up and going will be useful, as is using Surge immediately after installing a Medium while Grimoire is already installed. In case the 1TurnWin move fails, Chakana is there as backup.

Card Choices

I removed Sure Gamble because of the 5 requirement. I feel Daily Casts and Kati Jones will work better with that 1TurnMove idea.

Demolition Run is to clear out any junk clogging the servers while doing runs with Medium.

Hopefully all ice will be unrezzed when I make my final move, so it makes sense for me to use DDoS and EMP Device while all ice is unrezzed.

There is no Plascrete Carapace or I've Had Worse as I do not want the game to continue after a successful run; if it does, I will lose anyway because of tempo reasons.

To Do

I am trying to improve the deck such that it can make its move in 5 turns. Tempo is important. I am also questioning having both Street Peddler and Inject in the same deck.

All comments and suggestions are welcome.

3 comments
26 Sep 2016 codychilton13

@OneFabricwhy Quetzal over Whizzard??

26 Sep 2016 Difrakt

@codychilton13 why would you Whizzard? The goal is to never have to run assets so the trash would only be useful if you're clearing out rnd, but that's a maximum of 3 credits. Not worth the flexibility that quetzal probably provides.

Although if you want to be done in 5 turns why not Maxx? You're not going to deck yourself that fast anyway and I doubt things slipping into your heap is a problem

26 Sep 2016 OneFabric

@codychilton13 Thanks for commenting! I agree with @Difrakt. Difrakt, after testing the deck I found it really hard to get set up in 5 turns. I began to wonder if I should use this deck with MaxX: Maximum Punk Rock, so I think you're right...I won't need Wyldside, which also frees up influence.