R&D Locker- Need help

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So this is a deck I am looking to run this weekend at a tourney. The goal is to run R&D constantly until it become uneconomical to do so and then switch gears to HQ and the occasional remote. Any thoughts or advice will be welcomed as I really want to see this deck perform well.

Thanks

1 comments
16 Jan 2015 Claytron

I'm by no means the best player, but my initial thoughts on this are:

  • You're not using all of your influence. Go with +2 datasucker to make sure you get the Mimic/ Yog.0 support early.
  • Drop tinkering - you have all the breakers, and plenty of tutoring for them.
  • Indexing is huge, I'd add in 1 more, as I'm always happy to see it.
  • 3x RDI is a lot, I'd swap 2 for 2 Maker's Eye. It puts about the same RD pressure on, but saves you .
  • I'm a fan of diesel over QT (cheaper, doesn't flood the hand as badly), but there's a case for both. It also depends on how much you have. If you typically find you have lots of money, keep the QT, but if you're running poor, maybe more Diesel. I'd run 2 Diesel + 1 QT.
  • Finally, I prefer Legwork to Inside Job - the ability to check out 3x cards from HQ when you want to is always worth it. Especially if there's lots of FA in your meta. It also frees up another influence to spend on something. But if your meta is a lot of glacier, IJ is probably the better approach. You can always recur them with SOT.

So that comes out to: (+7) +2 datasucker, +1 legwork, +1 Indexing, +2 Diesel, +2 Maker's Eye

To balance out: (-7) -2 RDI, -2 Tinkering, -1 Inside Job, -2 QT

It also depends on your playstyle, how aggressive you are. But I think mostly you should be comfortable with the deck. If you've played this one a lot, then tweak it less and play with what you know.