Back to the main page

Mailing List Logs for ShadowRN

From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: The Ultimate Shadowrun Deck (TM)
Date: Fri, 26 Dec 1997 00:05:45 -0800
Crane wrote:

> 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.

And heavily, too.

> FUCHI Deck (Aka Submission Deck)

> Objectives:
> 100 Sucker Run
> 4 Impossible Mission

Great: You *never* (well, less than 4% of the time) go on your own
run. Meaning your left with the nasty sh!t your opponent lays down..
brave man.

No, I wouldn't rely on Fuchi as heavily as you do, not with this deck.

Since the Objectives aren't there to be run against, you might as well
sub in other Objectives: I'd probably slog in, say, twelve Milk Runs,
myself, which won't make my opponent any happier (unless he's got, say,
a Media Chick).

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

To make it a more typical "little thief" deck, substitute Ice Queens for
the Thrash (higher nuyen cost for a lower Threat rating, but you boost
the "resource assault" -- should I say Stone Rain? -- as well as her
ability to assist in the Fuchi runs when needed.

Of course, she's weak, but anyone who plays a Big Tough Guy (ie, Bar
Fight) deck is going to cream you into paste.

> 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.

Played this deck, been there, done that.

> The insane number of objectives (most notably the Sucker Runs) could
> theoretically be infinite and should be as close to that number as possible :)

If, "theoretically" the limit of four doesn't apply to Objective cards.
While they mention a separate Objective pile before the mention the
limit, I don't see a reason for the limit not being extended.

> 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.

Um, no. I don't believe that was ever the case (it's 13+, by the way,
not 10.)

I mentioned an incredibly similar deck ("Ruin the Nuyen") not to long
ago, when I first raised the question of whether the Block Party stayed
in play round-to-round, and what exactly one "round" means, anyway.
While it's fun, the exact rules results are somewhat up in the air. I
wouldn't count on it to stop your opponents from gaining Rep, just as I
wouldn't count on the Feet to automagically prevent *any* Riots/Bar
Fights etcet from happening.

> 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).

Won't save up from round-to-round, but will definitely have enough
during any particular turn, especially when you take Moonlighting, or
their own Rockers/thiefs, into account.

Which is really this deck's Achilles' heel: you are doing *nothing*
yourself, except hoping to draw Fuchi. Given your errata (and even
distribution), one-in-twenty cards is a Fuchi. That's not an awful lot,
even with the Iron Lung, even with drawing extra since (most often) you
pay less.

The second major flaw of the deck is that you step on your own toes:
Use Tempest to tie up every one else's Runners, right? Guess you won't
be sending Thrash to the Iron Lung this round. And while Deckers don't
have to turn themselves to "steal" via Sticky Fingers, you're counting
on at least a two-card combo to actually start punching your opponent,
even more to actually get a decent hit in. (You won't really be drawing
Rep from Fuchi until you've chewed through half your deck.)

The third big, big, big flaw is a strategy you give later in the post:
Cherry Bomb to blow up opponent's Locations. There's not much to stop
this from happening to you; okay, assuming (and it's a big assumption)
you cut your opponent down to a 1Y-per-turn savings, that's a Location
going poof every other turn (assuming the equally unlikely event of
nothing else happening - but with a Block Party in play, what else is
there to do?). That's without Rockers, Moonlighting, Troll Bouncers,
and so forth.

You can always use the Squatter-! Well, at 9Y just to put Fuchi back in
play, that's most of your savings, assuming *you* have any, gone up in
smoke. Maybe you should stop running for Rep and go for nuyen?

You can always shuffle through your deck and recycle.. and the same can
be said of your opponent.

The last major flaw is a three-or-more player game, which you just won't
be able to handle, as you can't spike enough resources. Same flaw as a
Stone Rain deck -- where the comparison to a Icy Manipulator or a
Soldevi whatever came up is beyond me.

> The cherry bomb is to blow up Iron Lungs or (preferably) Z-Zones, other
> Fuchis, etc.

> 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 ain't the case. Don't even want to know where you drew this
conclusion from.


> 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.

You might want to look at the RBT for the exact terminology. There is
no "card text" on an actual card.
Most of the words you'll see *are* the special traits, but there are
other words and numbers... Suddenly Hollywood (2/2) pumps up to 9/9 (or
is it 11/11) since he vamps Torgo's riff? Or does he suddenly turn into
a Troll, too? And, um, what about this Prime thing?

Presumably skills aren't touched at all. And thank goodness. No, I'm
not much for cloning cards, thank you.

> 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.

Wouldn't call this foreclosure; and it isn't it briefer just to say
target Location now counts as Unique?


-Mb

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.