Ice Killer

17thknight 14

It is possible to kill up to 42 pieces of ice in one game with this deck. This could, potentially, be done by using 3 Forged Activation Orders, 3 Parasites, 3 Clone Chips to recur 3 Parasites, 3 Deja Vu's to recur 6 Parasite, and 3 Same Old Things to recur 3 Deja Vu's to recur 6 Parasites. In total, that is 21 killed pieces of ice. You can then repeat the process with a Levy AR Lab Access, which totals for 42 pieces of dead ice. This is not the optimal way to use the deck (for example, Same Old Thing can be more useful in reusing Inject). However, it does show you the upside and power of the deck, which is to chew ice to pieces. Furthermore, you may be facing Lotus Fields. Forged Activation Orders is the best means by which to destroy this card, so it may be optimal to recur the Forged Activation Orders rather than Parasites in some situations.

Use Forged Activation Orders on ice that has cost increased through Reina Roja's ability + Xanadu + Rooks.

Run constantly. Reina's ability + Rooks + Xanadu mean that the corp will have to pay up to 5 credits to rez even a 1 cost ice. This is only effective if you run, so you must run, as frequently as is feasible. Make them go broke by faceplanting into ice which you will then kill using Parasites.

Your optimal situation involves having out Medium, Keyhole, Deep Red, Xanadu, a Rook on R&D, and some means of killing any ice. You then Keyhole run R&D constantly, killing any card that helps the corp's strategy (pay attention to traps, fast advance cards, Howard Jacksons, and economy). A perfect turn consists of three Keyhole runs on R&D, followed by a normal run with a now-jacked-up Medium. The corp can either purge virus counters or let you do this same routine the next turn, with so much access at the end of the run that you're almost ensured a large number of agenda points. If they try to stop you, they will have to pay large amounts of money to rez ice, which you can use to make them poor and then run a remote server and close their scoring window.

Your weaknesses will be tags and damage. You have enough recursion that losing cards to damage is moot, anything can be brought back from your heap multiple times, but be sure to keep your hand full as frequently as possible. Inject and Duggar's should make this easy, but click to draw as necessary. You have no other defense against damage. There are enough resources in this deck that Tag Me is not an option. Kill tags as they come, and be sure to trash anything that can tag you using Keyhole.

You have the advantage of 1 Link strength, so you already have a leg up on traces, do not forget that, keep credits as necessary to deal with potential traces.

0 comments