Thanks! I don't think I'd really be comfortable writing an article about The Prof - only played him at one tourney, and while I've been mucking around him ever since his release, it was an on/off affair, really. This is especially true when we have a much bigger authority on him around Maybe if he said he's too busy to write one, but would be willing to do a peer review round, then I could... but for now, I'm thinking a discussion thread is enough.
(my Anarch article sorta turned into a series, the first installment is done - I just need to feed it into Stimhack's Wordpress and touch up the formatting, expect it to come out tonight or tomorrow)
Valid question, and one that I've been asking myself, as well. Here's my take:
The correct way to build a Professor deck is to grab the program suite you want, then take a long hard look at it and consider whether you can cut it down to 15 influence. If you can, Kate's your (wo)man. If you can't without compomising too much of the core idea, Prof it is.
In my case, what I definitely wanted to keep is the combination of:
- Morning Star
That's 13 influence already. That basically tells me Kate is out of the picture - if I took her, the following would be mutually exclusive:
- Suckers to enable Atman
- Femme tricks
- Nerve Agent
When I think about it this way, not having to compromise from the first list while also fitting in everything on the second list (and getting a bonus Sharpshooter -> Faerie upgrade out of the deal) seems like a good tradeoff for the 1 cr/turn discount - the link I'm only giving up in the early game, once Toolbox comes out I'm linked up just fine.
(plus, I get to feel special for playing an identity other people consider trash - there, I said it - it's all about my e-peen)
Definitely! Do you think he's like Bloody Mary? Maybe this will help:
@Sirpim, @Sirpim, @Sirpim!
(someone get me a mirror)
I've tested Workshop-based builds (after @Sirpim took his win with one, to be precise), but I find they don't suit me that well. They basically require decent draw power to truly benefit, which is something that usually ends up failing me (if you've never played a deck with 3 QT and 3 Diesels that had those 6 cards in the bottom 10, you don't know pain).
A very early version of this deck was actually a Workshop deck, but I found its performance increasing dramatically when the Workshops became test runs and the ProCons became Scavenges (this was when I found out how massively useful Scavenge is in this deck and was like "woah"). The Diesels were the last leftover piece of that version, and in my mind, the switch from them to Moddeds is what really put the deck together.