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Draw and Shoot
Submitted by
grimbelch
, Sep 29 2014 07:17 PM | Last updated Oct 05 2014 03:09 AM
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An unbeatable corporation?
Draw as many cards as you can, then shoot with three Scorched Earths. Game over.
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Draw as many cards as you can, upping your credit pool to do so. Wait until you have 2 or 3 Scorched Earths in hand, then kill the runner when they make a run. Use Biotic Labor to give you enough clicks to use Sea Source and three Scorched Earths in one turn.
Panic Button is useful to draw up to your credit/card limit whenever the Runner makes a run on HQ, which they will, since they'll be fishing for Agendas. Interns are useful for installing ICE further and further out on HQ and RnD. Use Jackson for additional card draws and to sap Runners credit/clicks by forcing them to run and trash Jackson. Under no circumstances should you try to score Agendas. Kill or be killed.
Ice goes in front of HQ and RnD, just as nuisance and to delay until you have SE and SEA Source. Unskilled runners may also trigger ICE with a tag routine, in which case: kill them.
Re Agendas: I believe having as few Agendas as possible is the best course. You keep the number low and hope the runner doesn't pull them on HQ or RnD runs. It may also be beneficial to simply load up the deck with lots of 1-point Agendas. I'm not a statistician, but someone may want to run the probabilities on each approach and let me know which is a better strategy.
I'm extremely approving of your core mission. Everybody love a good scorch.
I'm worried that your big combo needs four specific cards (+ a biotic). Even with very big draw that could hide for a while. The combo costs 15 on the cards, plus whatever the runner can put into dodging the trace. That's a lot to pool, especially if you're planning on drawing with panic button.
I think this deck will definitely take some runners by surprise, and you will kill them. A good runner will clock you when they see your combo pieces, which they will given the ICE that you're running. From that point keyhole, imp, Edward Kim and demolition run are all concerns. Or they could play their second plascrete.
You don't need the full combo unless the Runner has plascrete out. Two SEs will kill just about anyone. I almost always have 15+ credits with this deck. Any less would be uncivilized.
7 Comments
I'm extremely approving of your core mission. Everybody love a good scorch.
I'm worried that your big combo needs four specific cards (+ a biotic). Even with very big draw that could hide for a while. The combo costs 15 on the cards, plus whatever the runner can put into dodging the trace. That's a lot to pool, especially if you're planning on drawing with panic button.
I think this deck will definitely take some runners by surprise, and you will kill them. A good runner will clock you when they see your combo pieces, which they will given the ICE that you're running. From that point keyhole, imp, Edward Kim and demolition run are all concerns. Or they could play their second plascrete.
Then there's account siphon.
2 things: Eliza's Toybox and IQ. Nuff Said
why only 1 JH?
No more influence, he spent it all on Sea Source and Scorches
Yeah, just saw Eliza's Toybox and IQ. Definitely would put them into this deck. Need to get the new cards and try them out and then will update.
You don't need the full combo unless the Runner has plascrete out. Two SEs will kill just about anyone. I almost always have 15+ credits with this deck. Any less would be uncivilized.
Oh, and probably want to remove Jackson, add a Sea Source, and probably a card that pulls from Archives, in case you need something back.
If you're running Toybox, might switch out the small ICE for all big, heavy suckers that will stop the Runner cold.