| Packs |
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| Core Set |
| What Lies Ahead |
| Trace Amount |
| A Study in Static |
| Opening Moves |
| Second Thoughts |
| True Colors |
| Double Time |
| All That Remains |
| Order and Chaos |
| Chrome City |
| Reflections |
| Equity and Eternity |
| Card draw simulator |
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Odds: 0% – 0% – 0% more
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| Repartition by Cost |
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| Repartition by Strength |
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| Derived from | |||
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| [Preconstructed] BABW Midrange | 2 | 2 | 0 |
| Inspiration for |
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| None yet |
| Include in your page (help) |
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Recon #10: BABW Midrange.
Tweaks: -1 Restructure +1 Natural Monopoly. An almost guaranteed extra 1 for the deck. -1 Witness Tampering +1 Double Down -2 Fire Wall +1 Bouncer +1 Kwolek. We have enough advanceable ice left to take advantage of Trick of Light anyway. This improves the Criminal matchup by a good 10% (unverified statistic). -1 Enigma +1 Dark Pool. Dark Pool loves this deck, and this deck loves Dark Pool as long as you have plenty of aggro early-game runners to trigger it. If your friends don't find Hayley, Iain and friends to be super boring, go back to Enigma. -1 Grim +1 Lycan. We took out the bad pub removal for more cash. Lycan is also funny against Faerie players.
Alternate slots: Patch, more Lycan, Armed Intimidation, Successful Demonstration, IPO, different ice, transactions or Power Shutdown.
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