MAD Meteors v3

Kurvivor 14

Revised version of original deck idea. Notes of changes:

  • Tithonium is gone (( So the ice suite has way less bite now
  • Added Clearinghouse for alternate win condition, sacrificing conceptual purity in the process
  • Less operations, more assets and upgrades - all targets for MAD
  • Some card recursion now, that can probably save sacrificed Slash & Burn, our in faction fast advance
  • Some cops as a measure of last resort to ensure our precious rocks will not be stolen

Overall, more economy but still very weak. Basic idea, i believe, is somewhat solid - i have even managed to get a couple of kills in a kitchen game. Using False Lead for Clearinghouse kill is, i believe, evil.

Overall i would prefer some better ice suite and better, more stable economy. But for now this will have to do.

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