Argus Attrition V3

Ashockfan 1

This is V3 of the deck, V2 can be found here: http://netrunnerdb.com/en/decklist/26852/argus-attrition-v2

Takes full advantage of Argus Security. Except for the 3 Private security forces (which are win conditions) all of the agendas in this deck are 1 point. This means Argus's ability will trigger a max amount of times before the runner gets anywhere close to winning.

If you can catch the runner on a tag using posted bounty and/or false lead, you can scorch and/or Private security force them out.

Because most of the agendas are 3/1s, It is usually good to play them and not advance them the same turn (unless it is hostile takeover which you should obviously just score). This allows you to bluff an ambush (which we have 3 of). The next turn you can just triple advance and score any agendas that are important at the moment.

Speaking of ambushes, we have 2 of the combo kill of neural EMP with psychic field. Usually this combo is lackluster, as the runner can just draw a card, but with false lead the combo is a lot more effective.

This deck is light on ice because as a general rule you don't really care about them checking remotes. you only really need to protect R&D in the beginning, and then either HQ or a remote depending on what you are trying to do.

Later in the game you will need some ice to protect a copy of the Board , which stops your opponent from winning entirely. Stack 3 or 4 ice on it ASAP. Then you can start advancing other agendas and going for the win.

This is V3 because the Global Food Initiative was just cut for a Private Security Force and a posted bounty that used to be in. I also just found room for the second neural EMP, cutting 2 anonymous tips. A restructure was cut for a third beanstalk. For Ice, A fire wall, a wall of thorns, and the orion were cut. They were replaced by a hadrian's wall and a chimera. The chimera is incredible for forcing through early false leads. There is now 1 less ice because of the cutting of GFI.

Global Food Initiative was in the deck for a while, and it was awesome for the Board stage of the game as it allowed you to win quicker, but it costs an extremely valuable point of Influence

The two anonymous tips were cut because in this style of deck, you always have to micromanage the amount of cards in your hand. You're playing a lot of mind games with the opponent, and many of your turn will be triple advancing to cash in an agenda that the runner was too scared to run on. Because of this, your hand will always be relatively full, and if not, clicking to draw is usually enough. However, now that a third beanstalk was added, I have been exploring the possibility of swapping a green level clearance for a single anonymous tip. The reason for this is simple: there are many combos in this deck. Posted bounty into scorch, psychic field into neural EMP. These combo are bolstered by False lead. But sometimes, your opponent runs into the combo, and you don' t actually have the follow up piece. In that case, digging with anonymous tip might find you the kill.

Cards that I know would be great in the deck but I just dont have and cant get: Eli 1.0 and Jackson (duh)

This is a work in progress so will be grateful any and all help! Thanks in advance

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