War Games: Only Winning Move is not to Run

Skullbotrock 1

The objective is to lock the runner into a situation where the only move that doesn't lead to death is not running through the use of Junebug/Overwriter and Whirpool/Labyrinthine Servers to prevent them from jacking out in combination with your ID or Mindgames to force them onto that server.

I try to either rush a Labyrinthine Servers behind a Chimera or play the Mushin game with it and traps. Once I get that done I can either mushin out a junebug or advance it behind another Chimera if they can’t break it yet.

If you're unable to score Labyrinthine Servers simply put Whirlpool on a central with a blank ice behind it. Then use the ID ability to send them to the trap while preventing them from jacking out to achieve the kill.

My main concerns are what I should be using my final influence on and tweaking the ice suites. I originally had more of a glacier build but found it slowed me down and drained precious credits I needed for activating traps.

Any refinements would be appreciated. Let me know how this deck goes for you

2 comments
3 Jul 2017 Salindurthas

Why the Aiki? Is it any good? Why only 2 Mind Games? In my experience it is really good.
Should you include 1 or 2 Swordsman to hate on AIs (since AIs defeat Whirlpool)?

Any ideas for how to spend that 3 influence?

3 Jul 2017 ashtaroth

What about Mirāju? Gives you card selection, redirection and derezzes itself to proc the ID ability later on.