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Powermodernism




7 Comments

Nice beat'em up deck. I have not been playing that game very long, so take my comments for what they are worth.

 

I might have went with additional Sea Source and Shipment from Kaguya and not the 2 Project Junebug

Junebugs are there just to make the runner second guess. Initially i had Snares but they are a bit expensive to trigger the effect. After that i messed around with Plan B, but didn't convince me. Finally it came to Junebugs or Ghost Branches :)

Ok, I am just of the opinion that if the runner doesn't hit the server that the Junebug is in on the first run after installing it that they figure out that it is a trap and it is a waste at that point. That may be why I don't really play Jenteki very well, not good at planting the traps.

Same here. I think Jinteki's cool but just don't know how to play it. Maybe you got a point there, thanks :)

Supermodernism is about scoring Agendas fast while trashing icebreakers to maintain that early scoring windows. Your deck has 2 cards that can trash breakers and 1 card that bounces them. IMO, you need more than that.

That's why this is called powermodernism :P
Just kidding... i know... i was just trying too mess around with some supermodernism concepts and come up with a new experimental deck. I want to keep scoring agendas as fast as possible and also keep the runner away from remotes, using only EtR ice. Plan B is obviously SEA+SE. My only concern is the absence of a draw mechanism, like Blue/Green Level Clearence, Anonymous Tip or Jackson Howard. Either way i  would like to have some opinions :)

 

Please keep in mind that I haven't tried this yet.

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TheGreasyThumb
Sep 26 2014 03:01 PM

I'm curious about Vulcan cover-up here. It's a card I really want to see working, but in your deck it seems to be doing horrible things to your agenda density.