No Quarter

davemason 1

This is an evolved version of one of my first decks based on the core set.

The underlying principle of the deck is to use layers of low-rez cost ice to protect a scoring server and R&D early in the game. Ideally with an Ice Wall or two that can be advanced to harden for the later game.

Once decent ice is built up, make sure there are red herrings on your scoring server and R&D. By half-way through the game you should have a couple of Snare! in your hand which make for a nice surprise if a runner gets to HQ.

A combination of Jinteki: Personal Evolution, Snare!, Neural EMP and Private Security Force should make for a reasonable number of opportunities to net damage a careless runner to death.

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