Seidr Salvage

obscurica 1317

Tinkering with one-core Terminal Directive decks, since FFG failed to make legal (or even decently proofread) decklists upon release.

Seidr Adaptive Barrier and all the new ice in Terminal Directive has some interesting potential. If put together right, the only time you should have an agenda in a remote is to score out Elective Upgrade. Sure, they can trash your SanSan City Grid, or your PADs or your Campaigns.

They get maybe one click to do so, and then Mason Bellamy or Eli 2.0 or the rest of your kit returns your fast-advance pieces to your R&D.

4 comments
29 Apr 2017 ClenchMortified

Which are the cards you would remove before beginning the campaign? The rules stipulate leaving space since you add three three point agendas in the initial card pack opening. I know DB wont let you publish incomplete lists here...

30 Apr 2017 obscurica

@ClenchMortified One Snare!, two Hunter Seekers. In both instances, they're punishment cards, and not directly aligned to strategic outcomes.

30 Apr 2017 obscurica

@ClenchMortified The Snare! and Hunter Seekers. If more space's needed, dip into the upgrades and Anonymous Tips.

In the first two instances, they're punishment cards, and not directly aligned to strategic outcomes. In the case of the latter cards: they're helpful, but not critical.

Don't touch the SanSan City Grid and Biotic Labors, for obvious reasons. Core strategy elements obviously shouldn't be sacrificed.

5 May 2017 Shiiuga

@obscurica You wouldn't be able to do that as you would then be running a deck with 27 agenda points :)