Heap Hawk

x3r0h0ur 8969

So having played Dirty Hands a lot last year and a bit this year with Travis's new changes, I thought I'd post how my variant evolved, particularly as it evolved once Inject came out.

I do not claim this to be better than the official version, just something that I've found to be effective.

Inject helps you draw into the things you want to play, while seeding the heap, one click faster than FCCing. The trade off is relying on QT to get the programs into your grip, knowing when to inject, when to draw, and when to QT to power FCC. One of my biggest issues with the main version was wiffing big on a double QT and missing FCC when statistically I should have drawn one, and frowny face discarding them without the nice 10 credit pump. Inject helps with that.

You get piles of draw with this version. I threw in modded, because getting it on the piles of draw allows for lots of preservation of tempo dropping opus and RDI, keeping you fast and aggressive.

Paricia is the meta slot, good for RP/NEH, and a decent scavenge target after using it and could easily be anything shaper related, even Escher. The moddeds could be other utility programs I'm sure.

2 comments
25 Feb 2015 esutter479

This looks really sweet, x3r0! One question though...how is it with memory in the mid-late game? Is the 1 Leprechaun and 1 'Labe enough to combat the situation?

25 Feb 2015 x3r0h0ur

similar to the dirty hands deck, you have only the programs you need, there is no rig. You're looking to snipe cards out of remotes, get answers for RnD, and make ice obsolete so the corp just installs over them. It takes a little getting used to, you're not hiding behind any sort of rig.