All Natural (Ignoring the Valley)

Dread Sovereign 300

From playing Quetzal from the very beginning I could tell she was missing something, due to her genetic Heritage (or lack thereof) I had hoped that the introduction of "The Valleys" new genetic resources would give the ID the push it needed.

Turns out we didn't have to wait that long as Order and Chaos was a Breakthrough (Barrier breaker ability haha) for the ID, which is good because as far as I'm aware the Valley gave Quetzal....Nothing. So after all this time, we will simply be ignoring the Valley, Well at least for the time being. So for this Iteration of the deck we will remain "All Natural"

So here is What you need to Know.

  1. No placrete? no Problem you a god damn full blooded Anarch. Your scorched and punative defence is a combination of I'v had worse (steelskin) well timed Wanton Destruction and Account Siphons. all of which have a use when not against a kill deck as long as you never take a tag against an argus deck with false lead scored, you should be fine.

  2. Knifed? well if your going to take any Cutlery into this sudden gun fight corps are bringing to the table its going to be a knife, this is great for getting rid of that inevitable first cheap barrier they lay down, and stops you burning D4V1D counters on some of the bigger barriers (Curtian Wall, Orion)

  3. The Queens Gambit, While many people are running "Day Job" i'm finding the sudden tempo loss of sitting back and not applying pressure sucks against some of the faster paced corp decks (NEH, Jinteki Shell game, FA HB) if you really want those 8 credits for four clicks you can, Queens Gambit gets you six and two more clicks makes 8, why bother being employed in some dead end job when you can play with fire and triple advance project beale (Or more probably Jackson Howard, seriously its hard to mess up with this card)

  4. Box-E and Mem-Strips, Provide Memory for a stupid amount of Overmind counter and allow Datafolding to trigger for the entire game, simple. The one of Box-E means if you really need the extra hand size (HB Brain damage, Valley Grid Jinteki) you at least have a chance of getting some, and makes you harder to kill in Kill deck match ups.

  5. Datafolding AKA "UnderworldContactsthattriggersfromthestartofthagame" the rig is designed to keep it going forever so its wonderful drip economy.

  6. Earthrise Hotel: Its like Marmite, you love it or hate it... Personally I think its a wonderful source of draw power. Professionally I think its a lot classier than Wylde side and you will benefit from better company.

  7. The Supplier, oh the supplier... in a deck full of resources this just makes you economy go ummm... "Zip" not that much faster just a little faster, its worth the include if you could print a personal workshop esque thing for Anarchs that works for resources I would run it instead but for now this will do.

  8. Cuj.0... bit weird this use to be a mimic to avoid swordsman slicing through you rather nice rig, now we also have to watch out for Cortex lock which is unfortunately above Strength 3 so it can't be mimic'ed, and I don't like relying on D4V1D for shutting something down which has the potential to deal 9 net damage to my deck for only 2 credits....so this sudden change is something in the Valley we can't ignore.

  9. Medium, while I usually don't like Medium and Nerve Agent it was recently brought to my attention that you can install multiple copies and trigger all of them over one counter (I mean seriously I have been playing this game a year and I didn't know that) That. That means it has the potential to be better than makers eye....sigh Sorry Shapers.

Alright that's all for now, But I'm sure this will be republished soon, Perhaps when Chrome city hits as I have heard.................Rumors

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