Post by crazygambit on Jan 4, 2012 15:56:13 GMT -5
I posted this over at TA, but I feel this format is much better for discussion so I'll repost here. I'd love to hear comments and what you think could be done to improve the deck.
Gold:
4x Juno
4x Animus Reboot
5x Plentiful Crop
4x Nothing Ventured Nothing Gained
2x Sudden Exhaustion
3x Family Heirloom
Blue:
5x Forced Inheritance
3x Untimely End
4x Court Order (Unbelievably I'm missing 1)
2x Preemptive Strike
1x Cesare Borgia
Green:
3x In-Depth Analysis
1x Daring Experiment
3x Pick Your Poison
3x Scientific Espionage
3x Leonardo Da Vinci
I think that's the correct deck list. A little explanation on my choices:
Gold should be self evident, except Sudden Exhaustion. It's great tech against beefy agents that get through the counters in the early game (Political Patronage decks for instance). It's also good late game against Cesare or to keep your opponent's score lower if the reboot will hit too late, since it's a surprise. Family Heirloom being a surprise is also critical, since it effectively means you can have 5 copies of it. But don't need to commit to it. It's a key card in certain match ups, especially considering how popular Cesare is.
Blue: I know I need one more Court Order, but I honestly don't know what I'd take out for it. Preemptive Strike is much better middle/late game since it replaces itself.
Cesare and Leo fill 2 roles. They're great blockers that score at the same time and can be alternate win conditions to Juno. You probably don't want to attack with them unless the board is otherwise empty. They're mostly agent removal/delay. The split is because that's what I have, but I'm confortable with it and don't know if I'd change it. I feel 4 is enough and Leo's draw is great. However if I have both in hand I'll usually cast Cesare first. Maybe I'd go 2 and 2.
Green: Don't bother with the little drawing cards, they're useless in this deck. I only have 1 Daring Experiment, but I'm not sure I'd add more. It's a dead card early game and late game you only need the 1. In-Depth is much better at the middle game and is still useful late game if you're top decking.
Pick Your Poison is fantastic. I'd much rather tutor my opponents deck than my own. First you see his entire deck, so you know what to expect and what he can and can't counter. You can pick one of his win conditions, counters or income boosters if you're close to playing Juno. Extremely versatile card, try to play it early before he can counter it. 3 is enough though.
Scientific Espionage is awesome late game against your opponents win conditions. Calling All Stand-Ins? Let me take that and then cast it for a 20/20 fierce token. Have fun dealing with it since I can counter every agent removal you throw at him.
The strategy is simple. Don't concern yourself too much with what's going on the board the first few days, focus on getting resources. Counter specific threats like the 0/3 blue guy that gives safe. You don't want your opponent's agents to be safe when you Reboot. Also try to counter big sites.
Get to 10 and see if rebooting is a good idea. Let your opponent play cards into you. If he only has 2 1/1 or 2/1 agents let them live. Doesn't really matter if he gets 1 region.
Keep drawing, countering, rebooting. Sometimes you do need to get creative. And knowing what to counter and what to let pass can be difficult. Get close to 30 and cast Juno. Proceed to win.
It's an extremely reliable deck and I feel it's pretty well tuned, though I'm looking forward to some comments.
Gold:
4x Juno
4x Animus Reboot
5x Plentiful Crop
4x Nothing Ventured Nothing Gained
2x Sudden Exhaustion
3x Family Heirloom
Blue:
5x Forced Inheritance
3x Untimely End
4x Court Order (Unbelievably I'm missing 1)
2x Preemptive Strike
1x Cesare Borgia
Green:
3x In-Depth Analysis
1x Daring Experiment
3x Pick Your Poison
3x Scientific Espionage
3x Leonardo Da Vinci
I think that's the correct deck list. A little explanation on my choices:
Gold should be self evident, except Sudden Exhaustion. It's great tech against beefy agents that get through the counters in the early game (Political Patronage decks for instance). It's also good late game against Cesare or to keep your opponent's score lower if the reboot will hit too late, since it's a surprise. Family Heirloom being a surprise is also critical, since it effectively means you can have 5 copies of it. But don't need to commit to it. It's a key card in certain match ups, especially considering how popular Cesare is.
Blue: I know I need one more Court Order, but I honestly don't know what I'd take out for it. Preemptive Strike is much better middle/late game since it replaces itself.
Cesare and Leo fill 2 roles. They're great blockers that score at the same time and can be alternate win conditions to Juno. You probably don't want to attack with them unless the board is otherwise empty. They're mostly agent removal/delay. The split is because that's what I have, but I'm confortable with it and don't know if I'd change it. I feel 4 is enough and Leo's draw is great. However if I have both in hand I'll usually cast Cesare first. Maybe I'd go 2 and 2.
Green: Don't bother with the little drawing cards, they're useless in this deck. I only have 1 Daring Experiment, but I'm not sure I'd add more. It's a dead card early game and late game you only need the 1. In-Depth is much better at the middle game and is still useful late game if you're top decking.
Pick Your Poison is fantastic. I'd much rather tutor my opponents deck than my own. First you see his entire deck, so you know what to expect and what he can and can't counter. You can pick one of his win conditions, counters or income boosters if you're close to playing Juno. Extremely versatile card, try to play it early before he can counter it. 3 is enough though.
Scientific Espionage is awesome late game against your opponents win conditions. Calling All Stand-Ins? Let me take that and then cast it for a 20/20 fierce token. Have fun dealing with it since I can counter every agent removal you throw at him.
The strategy is simple. Don't concern yourself too much with what's going on the board the first few days, focus on getting resources. Counter specific threats like the 0/3 blue guy that gives safe. You don't want your opponent's agents to be safe when you Reboot. Also try to counter big sites.
Get to 10 and see if rebooting is a good idea. Let your opponent play cards into you. If he only has 2 1/1 or 2/1 agents let them live. Doesn't really matter if he gets 1 region.
Keep drawing, countering, rebooting. Sometimes you do need to get creative. And knowing what to counter and what to let pass can be difficult. Get close to 30 and cast Juno. Proceed to win.
It's an extremely reliable deck and I feel it's pretty well tuned, though I'm looking forward to some comments.