Maw and the breakers

helanhalvan 61

Without endurance, shaper consoles are left in a weird spot. The in-faction options are not great, and the out of faction options are a lot of influence. In that context, Maw actually seems to solve several of the problems I have with shaper.

  • Not enough MU? Maw brings 2
  • Can't interact with stuff in HQ that's bound to cause issues? Maw makes putting together a combo a lot more difficult.
  • Need a slot efficient card that forces to corp to rez a lot of ice? Maw works everywhere but archives.

Other than that this deck features a kind of strange breaker package. The idea is to have tools that can deal with some ice in a really cost effective manner and bring in more and more pieces as needed. You might play an entire game off engolo or aumakua, or need to get the entire crew. SMC is really good for this, but it's even better to world tree SMC away to get what's needed.

The economy package probably seems more complicated than it is. You have a world tree, and you probably want to install it, but it's not great late game, so if it breaks it breaks, hopefully you got enough rig down to win the game with the pieces you already have. The deck will also function without the tree.

Harmony AR therapy is the recursion of choice, late game it can be a lifesaver, getting back your best economy cards, mainly against jinteki. However it also works for putting breakers back to be found by the tree again (or other stuff that got trashed).

Professional Contracts is a recent addition. I find that the deck is quite click-efficient, with world tree fetchingwhateveris needed, but needs a lot of cards and credits to set up, and contacts is one of the few cards that you can dump a lot of clicks into without it running out.

Would the deck be better with 6 fewer cards in it? Maybe, there is a lot of one-of tools that you want to be able to fetch, but also clogs up the deck with a bit too much nonsense, so adding a bit more regular econ cards really helped.

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