Incinerator Agendas 6 x Corporate War Ice 5 x Colonel Failure 2 x Fatal Attractor Operations 7 x Accounts Receivable 5 x Management Shake-Up 5 x Offsite Backups Nodes Upgrades 13 x Stereogram Antibody 2 x Dr. Dreff The 'Incinerator' is a deck which tries to take advantage of the effect of multiple Stereogram Antibodies. Obviously, with 13 of them, the Archives are somewhat safer than they would normally be, so it too becomes something useful in this deck. The whole idea is to pitch the Agendas you draw into Archives straightaway, and pull them out and fast advance them through when you have an Offsites Backups and Management Shakeup on hand after your Start Of Turn Draw. You will do a lot of drawing with this deck, constantly leaving yourself with 6-8 cards in hand, so you are forced to discard at the End Of Turn, which is good because you want those Stereograms in the Archives where they can do damge. Naturally, a Runner installing Enterprise Shields Inc, or one of it's weaker cousins can be problematic. This is where the Colonel Failures and the Dr. Dreffs come in. As you will be tossing your Agendas in Archives and speed drawing through your R&D, the likelihood of the Runner pulling an Agenda out of one of those Forts is minimal. Of more importance is getting a Dreff installed in Archives, but not before another piece of Ice is installed on it. Ideally, that Ice should be Fatal Attractor. The Runner smacks into that and perhaps doesn't break it. You then Dreff down the Colonel and trash his shields. He takes the 3 net and the next time on the Archives, has no more protection. Decks to watch out for would include most Virus Decks, although Viral Pipeline may be in for a surprise. Blink Decks that use Green Knight Surge Buffers can be a problem in the late game once the obligatory Clown is installed and they can attempt to Blink through all the Colonels Subroutines. Multi-Access Decks are at a disadvantage however, due to the way R&D and HQ are used throughout the game. Back to Weird Deck Repository