Trap Games

nickv2002 23

GNK – Mr. Nice Guy Games – Monroeville, PA winner piloted by @bblum

I've been practicing with this deck and it's lots of fun to play. I usually wins with a flatline after the runner access or steals something that damages them followed by some kind of damage the next Corp turn.

There are probably a few cards after All that Remains which would be good additions. Please let me know if you have suggestions.

1 comments
12 May 2015 nickv2002

Key cards are definitely:

House of Knives - score one early and it forces the runner to be much more cautious.

Snare! - You want to make sure you always have the 4 available for this because of the high damage output.

If the runner is being too cautious for you to flatline, that's when you need to aggressively ready Ronin, build your cash with a Shell Corporation, or risk advancing an under-protected agenda. Sweeps Week helps generate some extra here too.

Conversely, if the runner is attempting to run aggressively in order to counter any threats and keep the corp on the back foot you need to try and slow them down with the (admittedly limited) ice as well as setting ambushes like Cerebral Overwriter. Thankfully, many of your agendas require additional tolls to steal, which, combined with your identity's ability, helps slow the runner naturally.