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Mailing List Logs for ShadowRN

From: hansen <hansen@********.COM.SG>
Subject: Re: Fun deck to play, low win count.
Date: Tue, 5 May 1998 01:00:12 +0800
>This deck will almost never win, Sadur Karupt does most of
>the time. But let me tell you it is great fun to play.
>And while this player may not win all that often, my oppenents
>never do.

Hmmm.... This looks very fun.... Winning though is near impossible.....
Let me pay with the idea....

>I proudly call this deck "You want to do what?" 70/6
>
>Runners - 13
>Ice Queen - x4
>Hollywood - x2
>Scorpio - x3
(not necessary change to Cherry Bomb to smash Saender Kaup before it wins.)
>Glitz - x3
>Dirk Montgumery - x1
>
>Gear - 14
>Sticky Fingers - x4
>Sleeze - x1
(not necessary if you ain't gonna run)
>Browse - x1
(not necessary if you ain't gonna run)
>Bull Dog van - x2
>Armor Vest - x3
(the runners can die for all I care...)
>Lined Coat - x3
(the runners can die for all I care...)
>
>Locations - 2
>Sadur Karupt - x2
(Add 1 Fuchi Industries, your winning ticket...)
>
>Contacts - 8
>Metahumis polyclub member - x3
>Elven Hitman - x1
>Media Chick - x1
(not necessary if you ain't gonna run)
>Bounty Hunter - x1
>Shady Manager - x2
(Add in 2 -3 squatters. If your runners get trashed, bring them back....)
>
>Specials - 17
>Deja Vu - x3
>Wild Goose Chase - x3
>Cowards - x3
>Bad Reputation - x3
>False Mentor - x1
>Whoops - x4
>
>Challenges - 16
>Chomps 2000 - x3
>Gut Check - x2
>Corps Light - x3
>Nets - x3
>Hellish traffic - x3
>Double jeapordy - x2
>
>Objectives - 6
>Raganock - x4
>Impossible Mission - x2
>
> The runners are designed to remove cred from my oponent. Ice
>queen and hollywood do just that (Hollywood if they have fame).
>Thus making it harder to get the big bullies out.

OK I left those cards in there.

>Scorpio is for guard and when I have to make a run on my own.

I took them out and replaced them with Cherry Bomb. Cherry Bomb prevents
Saender Krup from winning by blowing it up before it wins. Then use squatter
to get it back. And redeploy it to eat another objective. When all the
objectives are gone, your opponent cannot win.....

>Dirk is there to help get out contacts and Glitz to help with
>the money.

OK left those in....

> The gear is designed to give armor and programs for deckers.

I took these out because they were not that useful.

>Sticky fingers is yet another way to get nuyen away from my
>opponent.

Cool....

> Sadar Karup is so the game can end at some point.

Very Cool....

> The contacts are designed to hinder my opponent some more.
>Shady Manager comes in handy to stop fame. Humanis polyclub is
>to make trolls and orks more expenisive. Bounty hunter to kill
>when the pull out does happen. Media Chick to help me out when
>I finally decide to go on a run. And the elven hitman to take out
>their contacts.

I took out Media Chick because you simply do not have to run....
Yoshimoto Chang might be useful for stalling...

> Specials - Most of the specials are designed to take away
>reputation from my opponent. The cowards come in real handy with
>the challenges that I have placed out. And if they sleeze by I
>will just WGC them. And the Whoops and deja vuu is designed to see
>that they can't sleeze past.

OK... I believe UW has some cards that do this too but I cant remember
which....

> Challenges - All the challenges are ones that will send people
>home. So that I can cowards them and take an easy run after they
>clear away some of the gunk I will have to face (in multiplayer)

Forget running... Destroy every objective.... When you destroy SK you also
destroy the objectives it scored....

> Objectives - all of my objectives are hard to sleeze. The
>added social requirement for raganock causes problems and with
>the double difficulty of impossible mission, sleezing doesn't
>happen that much.
>
>Like I said this deck is fun to play, but don't expect to win.
>the pleasure comes from watching my opponents whine while I
>take all their stuff away.
>
>Comments and suggestions happily taken.

The deck will generate tons of nuyen. Some cards you can add are pumpable
objectives (Sec guard, Mage Strike Force, Elite Sec gaurd & especially Elite
Sec Mage) The idea of the deck is to defend, defend, defend. When SK has
gotten rid of all the objectives. Take the deckers and try to win with Fuchi
Industries. Also if someone else is playing Fuchi Industries, Cherry Bomb
can smash it.

>*** In ruling, the Sage attends to the heart, not the eye ***
>*** - Tao ***
>
>
>Donald Arganbright
>Jayden Stormwalker


This is how I feel SK and the objective pile works if I'm wrong please tell
me.

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