Journey into Adventure "Does your deck do anything except for actions and bits?" - Holger 'The AI' Jahnsen * Preps o 1x Arasaka Owns You o 3x Bodyweight Synthetic Blood o 1x Desperate Competitor o 1x Hot Tip for WNS o 8x Jack'n'Joe o 2x MIT West Tier o 5x Score! o 1x Terrorist Reprisal * Programs o 1x AI Boon o 1x Newsgroup Filter o 1x Piledriver o 2x Self-Moifying Code o 1x Skeleton Passkeys * Hardware o 2x Militech MRAM Chip o 2x MRAM Chip o 1x Zetatech Mem Chip * Resources o 2x Expandable Family Member o 2x Junkyard BBS o 6x Quest for Cattekin o 2x Wired Switchboard Deck of the Week by Matthias Nagy The Key to this deck is, when you are looking at the resources in the game, the actions. You have a lot of ways to make bits, to draw cards, but not many ways to gain actions. One of these few cards is Quest for Cattekin. Preying Mantis can give you one action for one brain damage, but compared with this card that's a loser. Compare what could happen when you install a Quest for Cattekin. You can roll nothing on 1/2 the rolls. You can get damage on 1/3 of the rolls. And finally you can get an action for The Rest Of The Game on 1/6 of the rolls. Who cares about the damage. You play a Junkyard to get back whatever useful you could lose. Or you didn't need it anymore, so who cares again. The MRAM Chips helps you living with the brain damage and lower the cahnce of losing something useful if you get any damage. But think about this action. An additional action for the rest of the game. I usally install up to four of these Quests, and usally gain an additional action every second or third turn. I ended up many games, with ten or even more actions. and think about a Corp who sits there waiting, because he cannot do anything with his three action, but waiting for you making twenty bits a turn and additionaly run any fort, knowing you can break everything. It does not win all games. Especialy against very fast Corp decks it needs some help. But you have to discover this fast, and stop carrying about the Quest for Cattekins. You should force the Corp to think about every move twice and to handle his bit pool with care. I once had a Smiths Pawnshop in this deck to eat up the Quest for Cattekin, if the damage would eat me up, but now I would prefer additional MRAM Chips. I inserted Arasaka Owns You if my opponent is playing with Ambushes. In one game I remember my opponent played with Namatoki Plaza and a ten times advanced Vacant Soulkiller. I ran anyway knowing I have to get more Agenda points, but I removed twelve brain damage in the same step, and in the end I had fifteen actions, needed 13 agenda points, and still won to zero. So this deck can make a lot of fun. Start playing this deck and vary the mix. If you swap the breakersuit for Bartmoss Memorial Icebreaker and Joan of Arc, it improves against the fast decks, and starts getting easier to play. If you remove some of the Quest for Cattekins, you even can insert more anoying cards. The deck still has room, for a program, why not inserting a virus. Try and have fun. ------------------------------------------------------------------------ Back to The List of Runner Decks To The List of Corporations Decks Back to The Main Page