Keys to the Graveyard V1

Mazz 72

So this is a deck I ran at a local tournament recently and it didn't do very well, unfortunately my local meta is very small (2 regular players including me) So in the interest of venturing out of my little local bubble I'd like to improve thing (or re think this completely).

So the theory: Get Keyhole and Eater out and pressure R&D until they ICE up, using Whizzard to bust any econ assets.

Once R&D gets secure, out roll the gravediggers, use the drive bys, and cutlery to pop a few tokens on the gravediggers and breeding grounds and incubator to get a big boost of virus counters and mill R&D into archives, then pop in Crypsis and head in for a rummage.

Djinn - allows me to grab Crypsis and gravediggers when I need them, and get the incubator building early.

Medium and Nerve agent to get multi access if you get locked out of either central early, put pressure on the other until you can cutlery through the ice that is locking you out.

Scrubbed - Really just there to get rid of currents, but it is nice to save money when running the breakers.

Queens Gambit - drop some economy then follow up with a drive by. Zona sul are handy to build up cash while I'mgravedigging ready for the final run, and build a stash without spending clicks.

So am I too spread out? what can be more efficient?

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