Blackmail shop

x3r0h0ur 8956

Okay so this might be jank to the max, or not, I don't know. We'll call it theorycraft :)

The idea is to mull hard for workshop, and then dig for public sympathy and overmind, ultimately getting ekomind and overmind on the workshop, while giving more bad pub. Blackmail threats from turn 1 lock out remotes so the corp can't just rush you out without fast advance.

Once you have sufficient bad pub, you can run 4 times per turn using the bad pub credits every run. If the workshop is empty you can also just use the credits to save on runs.

Once your hand size is huge, and you get a big overmind down (potentially very huge if you go from a full grip and a duggars, and then pay off overmind while your handsize is up before discard). After that you're welcome to start stimhacking/running centrals, and not run remotes except for blackmail runs.

Amped up lets you play a card after duggar's if you draw your overmind while duggar's instead of on the shop.

Yes it runs no killer for now, so swordsman ruins my day, but I can see fitting in a mimic or something in the mean time.

Also if they remove the initial bad pub right away, they can officially threaten scoring from remotes, which sucks.

3 comments
8 Dec 2014 Kronosdev

I have seen decks run a one of Frame Job in case an early Clone Retirement shuts them down in the Bad Pub department. Don't know how I like it, but it is an option. Duggar's makes it both likely that you'll hit it if you need it as well as easy to pitch if you don't.

8 Dec 2014 x3r0h0ur

Yea, and this can generate up to 10 more bad pub on top of the already given one. Aggressive drawing is definitely needed, with no fear in discarding.

Again, totally theory. I have faith FFG gave us the right tools to make a good turn 1+ blackmail deck.

8 Dec 2014 locusshifter

If the Valencia builds are even half as effective as I think they will be, Research Station could see quite a bit of play.