He3 Powered Manbots with a hint of Nukes and Zap Shenanigans

n3phtiss 13

After messing a while with Blue Sun (with my very unsuccessful "Bounce, Blue Sun Bounce!") I noticed I had a very hard time keeping up tempo by bouncing a lot of ice. I figured I needed some click-compression, as well as some drip econ assets, which I can bounce for a profit. Thus so I added Shipment from MirrorMorph (effectively compressing 3 clicks in 1 for a credit and a card) and Adonis Campaign, pretty darn good drip-burst econ.

Ice-wise, it still follows this pattern, making Oversight AI a fine econ card. Chum has been included to make a run into Hive - after it has no use left - still a slight pain in the butt. Putting it in front of an unrezzed piece of ice threatens the runner to lose a bunch of tempo. Chum also helps greatly against fixed strength breakers or Knights: especially if you have a surprise Archer waiting behind it. Draco is an interesting piece of ice, since it is a very good moneysink which can hold a runner off for a long time, providing the corp player has enough money. The tag oftentimes thwarts the runner from running again, because the constant fear of Scorched Earth makes him/her lose tempo to get rid of the tag.

Speaking about tags (and Nukes), this deck has some funky tutor cards, namely Project Atlas and Aggressive Negotiations, so that the corp player can find the cards needed to maybe end the game. So far I had success with killing off the runner by letting him steal 3-5 points worth of agendas and then playing Punitive Counterstrike. An early Hades Fragment score synergizes well these tutor effects.

Still has the singleton advance-able trap, to keep the runners guessing.

And yes, this deck is built to suit my cards and my meta is very different from yours, so YMMV.

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