Supa Mill

djackman 982

Latest revision of a deck ive been working on. The plan is somewhat simple, though executing with this deck can be tricky.

That said, it has performed very well, including going undefeated at a recent league night.

Both parasite and imp kill/mill at least 2 cards per play. This puts archives into play very early, and speeds up the game significantly, making the corp having to deal with more agendas in a shorter timeframe.

Djinn is a pretty critical card, as well as knight. This deck can run on very few credits, and wants to run aggressively to ensure the corp cant rez everything they want to.

Tends to give up an agenda early against certain archetypes, but it can use that time to ensure either R&D or remote lock is established.

3 comments
5 Feb 2014 djackman

It used to run more breakers, but my testing has indicated even phenomenal breakers like mimic and corroder are dead draws more often than they are not. I dropped the breakers for two copies of surge and an extra copy of infiltration, which is critical in most NBN and jinteki matchups. Also, it serves as a bit of surprise econ, being able to fund the installation of a parasite.

5 Feb 2014 x3r0h0ur

Econ looks pretty good, program selection is decent. Card draw is alright with QT...Looks pretty solid...what cards end up in your hand for the longest? I'd imagine you sit on some cards depending on who you're facing...

7 Feb 2014 djackman

It really depends - It still has some dead draw problems im working on. I still havent used the singleton crypsis, but it seems like the right choice.

Dejas tend to sit in hand, but they are so powerful when their time comes, either recurring a knight, 2 parasites, or a siphon.

Games where you dont see djinn end up very strange. I'm considering dropping a clone chip and a QT for 1x SMC.