Cake? Or Death?

Castle Grayskull is, without a doubt, the most fun corp deck I've ever built. I fell in love with Cambridge PE the first time I played it and I've been fooling around with Argus since it came out. Dissatisfied with all the Argus builds I've made, it dawned on me to try a Cambridge-style shell game. And it worked.

Teach Them A Lesson About Trust.

The deck plays very similarly to Cambridge PE, and thus being able to "read" your opponent is a valuable skill to have. It's a shell game, and you can never let the Runner be sure what you've just played. A huge part of being successful with this deck is forcing the Runner to make difficult and bad decisions. Plus mind games are so much fun!

Punish them for running your remotes with Ghost Branch; you'd be surprised how may people will faceplant into one and hand you the game. Unadvanced remotes are not safe either; your opponent will learn to respect the Psychic Field. And if they don't, kill them with Contract Killer. GRNDL Refinery is some serious econ, especially when the Runner is too afraid to touch it. Be wary of going overboard though - eight or twelve credits is usually enough. Posted Bounty makes the Runner explode if they ignore it. All of your agendas come with spikes factory-installed, so absolutely don't be afraid to naked-advance them, especially if the Runner decides that your remotes are too hot to handle. IAA that agenda you've been sitting on and watch the Runner say, "Oh look, a Ghost Branch." Or vice-versa.

Scary Remotes = Scored Agendas.

The agenda composition is pretty straightforward. Similarly to Cambridge PE, 3-pointers are to be avoided. Our identity does a good thing when the Runner takes an agenda, so we want that good thing to happen several times over the course of a game (otherwise we'd simply be playing a blank identity, and that's no fun). Generally, you won't score out behind ICE. It's rather easy to hide your points in plain sight.

False Lead is definitely the best agenda in the mix. Scoring one forces your opponent to run click three or risk death. An IAA'd Ghost Branch will often win you the game in this scenario, especially if it looks like an agenda (slap an ICE in front of it and watch them run!) - either they hit it early and you forfeit False Lead, or they hit it click three and explode anyways when you hit 'em with a toasty surprise. Getting one online early usually means you've got the game - and the Runner - in the bag.

Over-advancing Atlas is comically easy. Use the fact that the card you find is revealed to your advantage - fetch a trap, then play Mushin No Shin. Or find Contract Killer and IAA Ghost Branch.

Hostile Takeover = Dollars. Posted Bounty = Your opponent explodes.

Spontaneous Combustion, RIGHT NOW!

Cambridge PE players will notice an absence of Cerebral Overwriter. Three reasons for this, actually: First, it's two influence, which is a bit pricy for a single card. Second, it costs money to activate, which means some clever cyber-terrorist might think they are safe when you are low on cash. Ghost Branch will put them in their place. Finally, brian damblage is a little useful, yes, but tags are more useful. Making your opponent more susceptible to Scorched Earth is not as good as simply playing it.

"Intrusion... Countermeasures?"

Most of your ICE gear-check the Runner. This will keep your opponent out for a few turns while you set up a strong remote game - it doesn't take long. Archer is the baddest kid on the block for sure. They think they're safe when your only agenda scored is an NAPD. Put them in the DANGER ZONE. Archer gets rezzed nine times out of ten against everyone except Kate. Wraparound is AI-hate that Eddy K. would be proud of. Errand Boy usually gets broken and is pretty taxing. It'll bait a Parasite away from your Archer.

Good Luck, Have Fun, Don't Die, Don't Be Lame.

Words to live by.