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Mailing List Logs for ShadowRN

From: Quicksilver <qwksilvr@*****.COM>
Subject: Re: top10
Date: Wed, 25 Mar 1998 11:42:32 -0600
At 03:43 PM 3/24/98 -0500, you wrote:
>>Hi,i'm trying to make a top 10
>>of the best srtcg cards,if everyone can send his personal top
>>10 to me,i'll c to it that the overall top
>>10 of the best cards will be mailed in a few days
>
>I'm posting my list to THE list as well, just cuz hey, it's a fun
>discussion topic. Everyone loves arguing about what's "The Best"

Good Idea. Thoughts followed by my list....

>Thrash/Glitz/Moonlighting - What I love and hate about the game. These
>cards (the 'money makers') are great. They also pretty much NEED to be in
>every deck just for speed purposes.

I sometimes feel as tho I'm the only one who feels rockers are *not* a
necessary part of every deck. I've built 4 (relatively) successful decks
and only one has any rockers in it (and that deck is made specifically that
way - 12 rockers).

>Maglocks - The challenge to end all challenges. Not as great if the
>passkey wasn't a promo, but hey, it is. One of these things can hold off 4
>Skwaaaarks & 2 Stompers seemingly FOREVER.

Good Call!

>Fuchi Industries - What's the gift that keeps on giving? That's right, the
>big star of Fuchi. Not going on a run this turn? Hey, how 'bout making
>money anyway? Some of the best deckers are decking-3 (static) or
>decking-2 (kraker jack). So send 'em over. Also nice for winning the game
>after False Mentoring over the win point.

Haven't used it, but I do my best to destroy it as soon as I see it ;).

>Dermal Plating - Hmm, not only is this one of only three items I can think
>of to increase your toughness, but it also gives you not A1, but A+1?
>Where can I sign up?

Good card, but I tend to steer clear of cyberware if possible. Of course,
I haven't built a big-bruiser deck yet.

>Squatter - Remember how annoying Regrowth was in Magic? What if you
>could've done it every turn?

Nice cards, too expensive for regular use. Maybe I need to look at rockers
more? <heh>


My take on the top-ten....hmmm, harder than I thought. Assuming cards for
*any* deck.....(limited to 1st run)

1) Nerps - Flexibility to the max
2) Maglocks - playing in a league now with no promos, these are worth thier
weight in gold
3) Foxy Roxy - one runner that can sleaze *all* the pumpable challenges (in
first run anyway)
4) Bulldog Van - limited protection from riots and an end around for
interceptions; and now you can add a new fixed fire cannon or two, whew
5) False Mentor - some people may think it's broken, but there's no good
reason not to put one in
6) Bounty Hunter - can give any player pause
7) Mage Strike Force - ick
8) Hawkwind - inexpensive biotech (made even better with the new Protective
spirits
9) Fastjack - see the challenges AND choose the order of encounter?
Anything better?
10) and last but not least: Invisiblity - is there any other card that can
automatically trash nearly two thirds of the challenges out there?


Hg

....an analog person, stuck, in a digital world

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