INWO Deck: Double Predator
This deck uses hardly any rare cards, but it does
use multiple copies of uncommon cards. What? You don't have three of
every uncommon plot? Well, you need to buy some more cards then, don't
you?
Evil Scheme #1: Plot Predator
What's the best way to deplete your
opponent's plot deck? The IRS? No. The Internet Worm will force your
opponent to discard the top three cards of his deck. Las Vegas' action
allows you to "bet" up to three cards with another player, then roll the
dice: If the result is 7 or more, you get to draw three cards from his
deck! All you need is a little help from WITCH, a Computer Virus, or
Murphy's Law to rig the game heavily in your favor. In a long
game,
you can actually deplete someone's plot deck entirely!
Evil Scheme #2: Resource Predator
Take a look at the Suicide Squad
resource. Not only does it allow you to destoy any resource, not
just
artifacts and gadgets, but if you manage to roll a 1, the Squad survives
to destroy again! So, all you need is WITCH and some Computer Viruses
(and maybe a Bribery or two) to keep your opponents Resource-free.
Furthermore, with a Cover of Darkness (or two), and some Hat Tricks, you
can pick up your favorite Artifact and Gadget Resources from your enemies!
I combined these two Evil Schemes into a single deck.
The Deck
Illuminati
The Network
Groups
- EFF
- Fraternal Orders
- Hackers
- International Weather Organization
- Japan
- Las Vegas
- NSA
- Phone Company
- Phone Phreaks
- Post Office
- Video Games
- WITCH
Resources
- Center for Weird Studies
- Eliza x 3
- Flying Saucer
- Suicide Squad x 3
- The Library at Alexandria
Plots
- Bribery x 2
- Computer Security
- Computer Virus x 3
- Cover of Darkness
- Forgery
- Hat Trick x 3
- Murphy's Law x 3
- Secrets MWNMTK x 3
- The Auditor from Hell x 3
- The Internet Worm x 3
Strategy
Lead
Lead with Fraternal Orders. Why? Because your group deck is so large
(21 cards) and Resource-laden (9 of them), you need to get them into your
hand quickly.
The Wind-Up
Get Flying Saucer, Eliza (linked to the Network) and Center for Weird
Studies out as quickly as possible, in that order, using Illuminati
actions. Once the Network gets two actions per turn, use one to play a
resource and the other to draw an extra group card. Use your automatic
takeover to bring out a new group each turn, but don't attack anybody.
Get the following groups out quickly: NSA, WITCH, International Weather
Organization. Also get out some high-powered computer groups (Japan,
Phone Company, Post Office, Hackers). Use your Suicide Squads for
intimidation: "If you attack me, I'll destroy your [insert his favorite
resource here]." Once you're set up, play Las Vegas.
The Punch
You should endevor to get the following in your hand: Computer Virus, Hat
Trick, Bribery. Use one of your Suicide Squads against a Resource you
find annoying. If you have Cover of Darkness in your hand, too, target
one you covet. If you roll low, use a combination of Computer Virus,
WITCH,
and/or Bribery to bring the roll to a 1. If you roll a 6, use WITCH to
bring it to a 5, so you at least destroy the resource. Use your Hat
Trick on your Cover of Darkness, if possible, or your Computer Virus, so
that you can use it again, and again. Repeat every turn, or even twice
in a turn if you rolled well.
The KO
Once you have Las Vegas out, you should have a pretty good idea who still
has a large supply of plots and who is running short. Target that
person, stealing three plots with Las Vegas (with a guarentee from
Murphy's Law, WITCH, and/or Computer Virus), and destroying plots with
The Internet Worm. The last is more useful if you use the NSA to look at
people's top three cards, then destoy (or steal!) them if they are at all
useful. Use The Auditor from Hell to steal these useful plots after he's
drawn them. Once your opponents are out of plots, victory is nearly
assured.
Caveats
Don't try either combo if someone is in position to cancel your
actions, especially the Nuclear Power Companies! It's probably best to
form some sort of truce with the owner of the NPC's, since you can still
do a lot of damage to his deck. Also beware of other Network players,
since they will be more geared to just controlling Computer groups,
especially yours!
Substitutions
If you have more than one Cover of Darkness or Computer Security, by all
means include them! Additional Computer Viruses and Hat Tricks are
extremely useful, too. All of the duplicated plots are important to this
deck: if you don't have three of them (for example, I only have two each
of Bribery and Secrets MWNMTK, so that's what's in the deck), include
what you have, but you should have at least two of each,
especially
Computer Virus. The same goes for Eliza and Suicide Squad: two is barely
enough, three is better, and four is possible if you don't have something
better to do with the slot.
Other Plans
Favorite Resources to steal via Cover of Darkness are: The Holy Grail
(to protect Las Vegas), Crystal Skull, Perpetual Motion Machine, and the
Orbital Mind Control Lasers.
You can reduce this to just a Resource Predator by eliminating Las
Vegas,
The Auditor from Hell, The Internet Worm, and Murphy's Law from the deck.
Resource Predator is better in a large game because you can't deplete the
decks of 4 or 5 opponents no matter how hard you try. Be sure to replace
those cards with some more defensive cards, because you won't be getting
cards from your opponents.
You can also reduce this to just a Plot Predator, especially in a
game
with only two or three players. Remove Suicide Squad, Bribery, Cover of
Darkness, and Fraternal Orders and add some defenses. In a three player
game, lead
with Las Vegas, unless your opponent is playing Cthulu, in which case
lead with NSA or WITCH. In a two-player game, lead with Japan or the
Phone Phreaks so as to get your groups out quickly.
Is there such a thing as a Deck Predator? Well, you can use the
action
token of the Society for Creative Anarchism to force an opponent to
discard a plot card. With the Perpetual Motion Machine and Center for
Weird Studies you could force three discards a turn. You could force
another discard every time you played Voodoo Economics, Seize the Time,
The Big Sellout, or Freaking the Mundanes. If someone was foolish enough
to put less than 10 cards in their group deck, they would be quite
vulnerable to this attack. I expect they will wise up after getting hit
with this once, so it's not something you'd do often.
Deck design by Aaron Curtis.
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