Ph0enix's Yellow, Yellow, and Red Deck!


// Legends (3)
1 Dum Dum: Maelstrom Triggerman
1 River Ward: Detective on the Hunt
1 Royce: Psycho on the Edge

// Units (16)
3 Augmented Negotiators
3 Swordwise Huscle
2 Viktor Vektor: You Might Feel a Little Pinch
2 Kerry Eurodyne: The Last Rockerboy
3 Offduty Malfini
3 Alt Cunningham: Mother of Daemons

// Gears (16)
2 Mandibular Upgrade
3 Mantis Blades
3 Adrenaline Converter
3 Satori: Sword of Saburo
2 Zetatech Faceplate
3 Gorilla Arms

// Programs (8)
3 Afterparty at Lizzie's
3 Safety Override
2 Bootleg Black Sapphire Show


Why Did I Make This?

What gave me the idea to make such an amazing deck such as this?

Well, I just really wanted to use a deck that had the yellow Alt Cunningham in it, because I think that she is really cool.

RULES TEXT:

When a friendly equipped Unit or Legend is spent, draw 1.

When a rival Unit would steal a Gig, you may discard 1 with cost equal to that Gig's Value.
If you do, the Gig isn't stolen.


This card has a RAM requirement of 3 Yellow RAM

This card costs 7€$ and has 8 Power

When I read the text associated with her, and the equipped Unit/Legend part stood out to me. Mainly because I managed to pull an iconic River Ward.

RULES TEXT:

][QUICK][ + Spend This Unit: Play a Gear with cost 2 or less from your hand for free.

When a friendly equipped Unit is defeated, search the top 2 cards of your deck and trash 1.

Both River and Alt are yellow so that's a good start.
However River is a Legend, and Alt is a 3 Ram Unit, so I'd need a second Yellow Legend.
I put this part off at first. I knew I didn't want to go with a mono yellow deck, because that formula has already been entirely hashed out, and it doesn't have any space for Alt and low cost gear.
Not only that, but I didn't manage to pull a single Adam Smasher card so they'd be no point.
What colour can be mixed with 2 Yellow Legends for easy low cost gear? Well that's Red isn't it? With Mantis Blades and Satori amongst others.
Having all my cyberpunk cards in a binder is awesome. I could easily use the online card database, but I opened my binder and looked at all my potential candidates for viable Red Legends.
The choice was obvious. Royce.

RULES TEXT:

][GO SOLO][

During your turn, this Legend has +2 power for each of its equipped Gear.

This Unit/Legend costs 6€$ to be played, and has a base of 6 power.

Now the flavour might not match. From Alt to River to Royce - but for the purposes of today's experiment, we don't need the flavour to match, we just want a deck with Alt in it.
At this point we have two of our legends. We need 3. And it needs to be yellow.
For this I decided to go with Dum Dum. He synergises really well with both River and Royce, as he can give a unit +1 for each of it's gears for a turn. Dum Dum's ability has QUICK which is really helpful as it can protection to a unit you've invested heavily in when on the opponents turn.
When all your eggs are in one basket, you better make sure that basket is well protected.
It's also useful in the event that you flip Royce as your last Legend, at which you might have already played a few gears on a different unit and you'd like to buff that one up for an attack or for some added protection.



Win Condition & Strategy

This deck tries its best to buff up a small number of units (preferably including Royce) to take multiple gigs in one fell swoop each turn.
Dum Dum provides some healthy flexibility in this regard in the case that it isn't Royce for one reason or another.
It's very important to protect this unit that you've chosen. Beware of cards like Les Elemens or Towerfall.

River Ward lets you cast gears for free, but this can backfire if you aren't careful. A good rule of thumb is to keep one or two gear cards in your hand so you have something to sell per turn if you end up drawing a unit.
Because of this ability to run out of sellable cards easily, I added a lot of sources of card draw into the deck. Swordwise Huscle is good for the early game, but don't be scared to lose it, even if it attacks just once it will end with a 0 on card advantage.
Satori is good on anything.
Save Mantis blades for your power unit or for selling.
Zetatech Faceplate can go on anything so you can get card draw.
Once you get Alt down you won't have to worry about card draw anymore, but be careful about playing 2 Alts, or you could potentially mill yourself out.

I'd advise using After Party and Zetatech to aim your gigs at 2/3/4 in value so you can cash in on Alt's effect if you have her down on the field. Try and get your 10 or 12 sided die to 8+ however so you can use Kerry if you need to.
Go for those two first actually. They will potentially need the most adjusting from the cards we previously mentioned, and this makes sure they don't go to waste.
You don't have to follow this rule, I don't know what your opponents deck looks like, but getting Kerry in your starting hand would be incredibly beneficial to you. If you don't: go with the flow.


Edit History

Originally I had Kiroshi Optics in the deck, but I decided to take them out and replace them with Gorilla arms.
I had it like this because Gorilla Arms aren't a 2 cost gear, but I remembered the sage advice of someone I watched on YT. 'Plan to win, not to avoid losing'

When I did put Gorilla Arms into the deck, there were only two of them, but I decided to also take out a Zetatech Faceplate I had because Gorilla Arms are much better at achieving a win for you and we already have plenty of card draw.


Other Information

It might be a good idea to run detonate in your deck for some counterplay against what the enemy might be trying to accomplish.
Taking out a Mandibular Upgrade for example when there's a blocker up preventing you from attacking the Gig Zone comfortably.