Patch'tech

chiefyk 56

The deck is built around using your very few Ice to protect your servers, using Patch and Sub Boost to make them a pain to break through. You want to use your Junebug's as ToL batteries, try FA for the win.

This deck is very much a WiP, which i feel needs some help from the community for it to improve further.

Ice Synergy: Inazuma fits with all the Ice, bar Marker. It can make the low number of Ice that little bit more taxing.

Marker works incredibly well with Errang Boy, Neural Katana and of course, Tsurugi. Ideally though, Marker is a stop-gap, as Sub Boost and Inazuma work incredibly well with all the ice.

Neural Katana is nice early game for the little knockback to the Runner, works really well mid-game with Patch and Sub Boost.

Errand Boy can just run your economy, or provide a soft ETR until the Runner has the right breaker.

Tsurugi is brilliant. Sub Boost and Patch it... in testing I've had a Runner hit this early, only for me to Sub Boost it; when they ran again, they hit the Inazuma in front, I paid the 1 for Tsurugi, they took 3 net damage, and STILL ended the run. Lovely.

Bit of history: Patch'tech is born from my most recent draft deck. In most games I had a strength 5 Neural Katana protecting my HQ, often with an Inazuma in front of that.

1 comments
16 Apr 2015 DGB123

Patch is good with katana but I don't like your other ICE choices. Marker and Inazuma are buddy ICE and you're only using 9 other ICE to support them. Errand boy and tsurugi are low strength and easy to parasite. I think Eli and lotus field would be better targets for the upgrade operations.

Also why include future perfect in the agenda mix? Aren't there any other pointers you could add? Maybe NAPD, Fetal, philotic?

Just some suggestions