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Wyld/Shop v3.3
Submitted
Hraklea
, Dec 05 2013 03:40 PM | Last updated Dec 06 2013 05:27 AM
Anarch
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Order by: Name Type Cost Faction Total Cards: 0 |
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General: - Your main goal is to have a Medium on the board and keep the R&D lock as much as possible - once you got locked the Corp, control the HQ with Nerve Agent; - Your second priority is to have as much credit advantage as possible, your icebreakers are expensive; - Your third priority is to have a Wyldside+Sahasrara shell installed, pressuring the Archives; Icebreakers: - Corroder breaks all those cheap "end the run" pieces of ice, like Ice Wall and Eli 1.0; - Mimic saves you from early game sentries, like Neural Katana and Caduceus; - Darwin and Crypsis break whatever that too weak to be worth to Parasite; - Femme Fatale saves you from Tollbooth, Data Raven, Hadrian's Wall, etc; - Special Orders is godlike. Costing only 2 influence per copy makes it stronger to splash in Anarch rather than Test Run and Self-Modifying Code. (This is my on the icebreaker set used by David Mauro in the Philadelphia regional tournament.) Economy: - Sahashara is great in a deck where most programs don't cost more than 2 credits. It is faster than Personal Workshop and costs less influence /handsdown; - Armitage Codebusting is one of the most efficient economy cards in the game and I doubt anything will ever beat it; - Daily Casts gives you credits without costing clicks, it is perfect for a Wyldside deck; - Liberated Account gives you money faster than Armitage Codebusting, which is important in the current metagame; - Aesop's Pawnshop can trash Wyldside, Sahasrara, Imp and the economic resources for higher liquidity; - Sure Gamble and Dirty Laundry are no-brainer; (I'm sure about 2x Aesop's Pawnshop vs 1x Aesop's Pawnshop + 2x Freelance Coding Contract. Both are strong options.) |
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