Arrested Development

wswan 68

I aim for trying to stop the Runner from keeping their programs up for long so you can go about your business. The ICE is obviously sentry heavy, but you can just aim for their killer first and it's not to big a deal. It also has the ability to dole out tags to try and get a Scorched Earth or two off, with The Cleaners waiting in the wings to help out.

4 comments
17 May 2014 wswan

The econ here is all in transactions, with Jackson Howard ready to pull anything back if need be. I usually end up winning when the runner starts getting desperate when I begin scoring stuff and they leave their hand with too few cards. Then I tend to get Midseasons off and a Scorched Earth (or, as in one game, two of them). Which is weird because there isn't all that much that gives tags. Oh well. I do like this deck a good bit.

26 May 2014 GPWK

That's a whole lot of One-off copies of cards. I feel like that would hurt the deck's consistency quite a bit.
Aside from that, I quite like the direction everything seems to be going. I'm just not sure it would land a Scorched Flatline consistently.

26 May 2014 wswan

It does seem a bit much, but it's mostly utility that isn't all necessary. Like, the Agendas all do a nice helpful thing but none of the abilities are necessary for a combo or win (besides the points). I try to spread my ice out and have as few two- or three-ofs as possible unless they do something important. It's a way of keeping the runner on their toes when everything rezzed ends up being different.

I could probably lose a 1-point agenda (the False Lead is there for when the runner gets tagged on click two and I can stop them from losing it) but it never seems to work. I think I'll leave the Midseason because it's always scary and maybe lose some of the bad pub removers.

26 May 2014 GPWK

Honestlly, I can never say enough good things about Project Atlas, as far as Weyland agendas go. 3/2 is always nice, but each over-scored counter allowing you to pull any card from your deck without spending a click can win you games. It'll let you grab a Scorch when they decided to float a tag, It'll grab a Hostile Takeover when you are sitting at 6 ponts, It'll still be worth 2 points after those counters are used up. It is basically Weyland's version of the Astro-train.