Deck MapDeck Map

Deck Map

Deck Map

List by WeirdCo

Legends · your RAM limits and your early eddies

3 cards
1× Legend7RAM 2 GreenThe only Legend you can put on the field as a unit. Go Solo pays the 5 and it attacks the same turn, which is the deck’s one way to threaten 7 power without drawing anything.
1× LegendRAM 2 GreenPlus one power to friendly ARASAKA units while attacking. That +1 is what turns a 9 into a 10, and 10 is the number the whole deck is built around.
1× LegendRAM 2 RedDraw on the first ARASAKA attack each turn, then discard if your Street Cred is under 20. Early it is a loot; late it is a free card. It is also the deck’s only Red RAM, so it alone licenses every red card below.

The power line · getting an attacker to 10

8 cards
1× Unit4RAM 3 GreenFour power, plus five while attacking if all three Legends are face-up, plus Saburo’s one. Ten exactly, and ten steals two Gigs instead of one. The single most important card in the deck and there is one of it.
3× Gear2RAM 1 RedPlus two for one eddie, on a unit or a face-up Legend. The cheapest way to buy the margin that survives a Floor It.
3× Gear2RAM 1 RedThe same +2 as Mantis Blades for one more eddie, and it draws when the equipped unit wins a fight. Equip this one when you expect to be blocked and the Blades when you expect to steal.
1× Unit9RAM 2 RedNine power for seven eddies, and its Play defeats a rival unit of power 5 or less if you are ahead on Street Cred. Saburo makes it a 10 on the attack.

Street Cred · the resource three other cards read

6 cards
3× ProgramRAM 1 RedRaise a Gig by up to 4, and draw if you control one at 8 or more. It is how you reach the 20 Street Cred that stops Yorinobu discarding, and how you set the parity Field Operator asks about.
3× Unit2RAM 2 GreenDraws on Play if your Street Cred is an EVEN number. Not "high": even. With no Gigs at all your Street Cred is Null and Null is neither, so this draws nothing on an empty board.

Bodies · what holds the board while the line assembles

8 cards
3× Unit4RAM 1 GreenFour power for three with no text at all, and the best raw rate in the deck. Note the tags: it is NOT Arasaka, so Saburo does not lift it and Yorinobu does not draw off it.
3× Unit2RAM 1 GreenCannot attack, and redirects one attack to itself. Two eddies to make their best attacker hit a 2 instead of your Gigs. Also not Arasaka.
2× Unit3RAM 2 RedDraws on attack at 5 power or more, which it does not have on its own. Equip it or it is a vanilla 3, and it is a Merc, so Saburo will not get it there either.

Interaction · the two cards that answer a body

5 cards
3× ProgramRAM 1 GreenSpend a rival unit with cost 4 or less. Spent is not defeated: it turns sideways and readies again on their turn, so this buys exactly one turn. It answers Psycho Squad and Delamain Cab, the two bodies that actually threaten your Gigs.
2× ProgramRAM 2 RedDefeats a unit with power equal to or less than a friendly d20. The only permanent answer in the deck, and its ceiling is whatever the die shows.

Might, Energy and Power appear only where the guide states them; anything it leaves unstated is left blank rather than filled in with an invented value. Cost, power, RAM and card text come from the publisher’s own card database; the notes are the guide’s own reading of the slot. Quantities are the copies printed on the print-and-play sheet.

Energy curve

28 cards
61
Energy 13×3×
92
Energy 23×3×3×
103
Energy 33×3×2×2×
14
Energy 41×
15
Energy 51×
06
17
Energy 71×

2 cards sit outside the curve: the Battlefield and the Legend are played from their own zones and have no Energy cost.

Card types

Unit13
Unit1×1×3×3×3×2×
Gear6
Gear3×3×
Program8
Program3×3×2×

27 cards in the main deck. The Battlefield and Legend play from their own zones and are not counted.

Power by domain

20 of 30 listed cards carry a Power requirement. A card with two domains counts under both, so these do not sum to the deck size.

Energy, type and domain are printed card values from the Riftcodex snapshot, joined against this guide’s list.

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