Econ (17):
3 Sure Gamble - good stuff econ card everybody wants
3 Aesop’s Pawnshop 3 Muse 3 Coalescence 2 DZMZ Optimizer - program econ package. Be sure to Muse the Coalescences in the heap first as you would be drawing your entire deck eventually.
3 copies of Paricia crushes asset spam and can be sold to Aesop’s Pawnshop in a pinch.
Draw (6):
3 Diesel 3 Earthrise Hotel - Best draw cards for value. VRcation was considered but was excluded as its use case is too limiting if you don't want to overdraw.
Breakers/Ice Interaction (8):
2 Pressure Spike 2 Echelon 2 Unity - efficient perma-breaker package
2 Inside Job also acts as a way to get in a remote in the early game/emergency situations. Also synergizes with Tāo's ability.
Win Con/Centrals Pressure/Key Cards (9):
3 Trick Shot 1 Conduit 1 “Pretty” Mary da Silva 1 Eru Ayase-Pessoa - Early game R&D pressure w/ Trick Shot and pivot into Conduit/Eru late game. Pretty Mary supports all of these cards w/ +1 access.
1 Burner 2 Hermes - HQ clog/filtering/manipulation. Hermes obvious synergy w/ Tao to open up R&D/remote. Burner acts as an unexpected avenue of attack and spread the corps thin. Often times w/ this deck you can lock down R&D and the remote and just leave agendas in HQ eventually for a guaranteed agenda even through single access.
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