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Mailing List Logs for ShadowRN

From: Crane <jack9@*********.NET>
Subject: The Ultimate Shadowrun Deck (TM)
Date: Thu, 25 Dec 1997 01:26:28 -0800
Ok-

Here is a major contender.
No actual human has the resources (yet) to construct this deck, as will be
readily apparent, however, I have MOST of the components.

WARNING:This Deck abuses technicalities.

FUCHI Deck (Aka Submission Deck)

Objectives:
100 Sucker Run
4 Impossible Mission

Deck:
Runners-
2 Static
4 Kracker Jack
1 Cherry Bomb (or Tempest/Archie McDeven see note A below)
4 Thrash
4 Kromagnus

Locations-
4 Fuchi
2 Iron Lung

Contacts-
2 Squatter
1 Elven Hitman

Equipment-
3 Sticky Fingers
3 Fuchi-7
2 Lucky Wabbit's Foot

Specials-
4 Block Party
4 Wild Goose Chase
1 False Mentor (see note B)
1 NERPS!

Challenges-
4 Motion Detectors
4 Chomps 2000
4 Hellish Traffic
1 Guardian Dracoform (see note C)
4 Corpselight

Note A:
Here is a chart-
2 player, your opponent knows the deck
Use Cherry Bomb
3 Player, you opponents know your deck
Use Cherry Bomb
2 Player, your opponent is unsuspecting
Use Archie McDeven
3 Player, you opponents are unsuspecting
Use Tempest
Note B:
The false mentor makes the deck 61 cards. For optimization purposes, you
may not want to play with it, it is superfluous (see strategy below).

Note C:
Some will find that a Maglock is much more effective than a Dracoform. YMMV.

Strategy-
This deck is modeled after a classic Magic:TG deck called the "Icy/Winter
Orb" Deck. You will find that your opponetn will actually concede as there
are various ways to 'lock' up the game to where you are the only one who
can gain rep.
The insane number of objectives (most notably the Sucker Runs) could
theoretically be infinite and should be as close to that number as possible :)
The fact that your oppenent gains rep is irrelevant. You just need to keep
him from doing so if it will win him the game. In the long run, this deck
works. If you play with a time limit, forget this deck. I assume someone
had a deck similar to this in mind when designing Fuchi, however I bet the
best you could get was another multiple of 5 (perhaps Fuchi initially read
+5 Nuyen or +5 rep for every point above 10 rolled?) and they reduced it as
to make the Fuchi deck an interesting, yet unrealistic deck. Well, almost.
Your rockers make money, your deckers make money if you have sticky
fingers or just slow down your opponent as he will not save up after 2
sticky fingers (don't forget, NERPS! the sticky fingers). All your
challenges end a run, and as you will never be running, you have no
run-related items in your deck (no browse, no mag passkey, no weapons). You
get out a Squatter to recycle challenges and anything else your oppent
trashes of yours that you need. You have an Elven Hitman for
killing....other Elven Hitmen and Squatters NEVER Troll bouncers (as you
can sticky fingers that money back). Your Iron Lungs are for your Thrash's
and (rarely) your Kracker Jack's. The Lucky Wabbit's Feet are for
countering LOI's, Riot's (that will kill 3 or more Runners of yours), a
False Mentor, or Bar Fight's, etc. You save up for block parties until you
get enough rockers out that you make more per turn than 10Y and the game is
pretty much locked. I will not go into a detailed @**** of how it is
locked, I assume you can figure it out. If you get 2 Squatters out with
motion detectors (already having been revealed in a previous turn) on both
challenges, you should pretty much have a lock.
The cherry bomb is to blow up Iron Lungs or (preferably) Z-Zones, other
Fuchis, etc. A tempest causes your opponent(s) to turn some of their
runners slowing their deck down and punishes other decks for using their
Thrash's to visit the Iron Lung, further slowing the deck down. The fact
that this deck is low on challenges means after awhile your opponent will
need to be drawing and discarding challenges/GAQ's etc. much more than you,
and may not realize that he should be discarding them until mid-game.
This deck has 17 Rares, 5 Promos, mostly uncommons, and a few commons.
Further SR:TCG expansions can only strengthen this deck. But, as is
apparent it is not perfect. This deck has led me to new ideas for cards!

Alias
(Matrix/Program)
0Y
3Y:Turn Alias and target a runner in play.
All card text on target runner except special traits, is added onto this
decker. You may choose not to unturn alias during your refresh phase. If
the target runner leaves play, the text remains until you choose to unturn
alias.

Foreclosure
(Special)
5Y
Play this on a location you have in play. This location has been forclosed
on. All other copies of this location in play are immediately discarded and
no new copies may be played as long as this card or target location remain
in play.

Anyways...enjoy!

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.