Burning Excess

rattkin 321

A variation of that CI multiple Scorch archetype. After several plays, I've tailored it to my needs. Basically, the deck is more flexible right now, and if things go bad with Scorching, you can quickly adapt and switch to scoring 3 pointers out of hand.

The basic premise is - don't rez ICE early, gather substantial amount of money, so that you can safely rez and keep your cards. Try to score Efficiency Committee or just keep a combination of Biotic Labor and Archived Memories/Reclamation Order. The whole setup is to tag runner with Sea Source (so you need more money), and to fire as many Scorched Earths in one turn you can (so you need even more money and few extra clicks). Use Archived Memories to get Scorch back into hand. It's totally possible to deal 12 or even 16 meat damage one turn - don't be disheartened by that Plascrete on the other side.

Reclamation Order can be used to recycle economy, especially worth it, when 3 cards are in archives. You can use it for Scorches or Biotics too, obviously.

You probably want to get more agendas on hand, where they're more safe and you have more options, but be aware of late game Siphons, that could wreck your plan. You always should have a 3-4 credits above your current hand size.

Psychic Field is a star of this deck - a one time surprise, that you most often will draw into during the game. Since you don't create remotes with this deck, if you install it, it makes runner curious. Most often they take it as an agenda bait or SanSan, so they run. If you can win the bid, you can save on up to 2 Scorches in next turn.

Everything else is just plain event economy and draw engine. You might want to change your ICE setup somehow, it doesn't matter that much. With strong players, you can almost certainly drop tagging ICE - it doesn't work. 1xData Raven here is just used for desperate plays (that sometimes work in late game). You don't want your ICE to be too expensive, but still taxing. Strategically placed Heimdall can shut runner down from getting into a central.

It has won a fair share of games. Bad economy draw against early Siphons is the biggest problem. After you survive first 3-4 turns and you have some economy options, things generally tend to snowball towards your win.

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