Deck Tech: Breaking Down the RGB "Fixer Goodstuff" Midrange Engine in Cyberpunk TCG
1. The Strategy: Adapt, Control, Overpower
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Green (Reflexes & Utility): Builds your base. Green excels at value, steady board acceleration, resilient bodies, and manipulating Gig value-pairs. Green also provides a few combat tricks we can use.
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Blue (Disruption): Keeps you alive. Blue delivers the only top-tier interaction we can get in these colors (Placide), and programs to deny your opponent's key pushes.
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Red (Raw Force & Muscle): Closes the game. Red brings high-power Units, and gear that can stat your units up to the all important 10 power mark.
2. The Core Setup: The 3 Fixer Legends
[ Legend 1: Padre ] ──► Gig Manipulation, card draw, and an on-call tap effect
[ Legend 2: Wakako Okada ] ──► Disruption, Card Draw, Gig manipulation
[ Legend 3: Red Fixer ] ──► On-call buff, Card Draw, Gig manipulation
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Fixer Synergy: Fixers specialize in drawing you 1 card, manipulating a gig by an amount, and then some kind of utility skill. By leaning into Fixer abilities across all three colors, you ensure that even bad Gig rolls can be adjusted or repurposed into value and also deny your opponent their synergies like value-pairs.
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RAM Freedom: Splitting your Legends across RGB opens up the highest-value generic cards in the format without forcing you into single-archetype restrictions. This is what makes it a "goodstuff" deck as you're just looking to play the best things in every color without much synergy between the cards.
3. Key Card Interactions & Package Breakdown
The Green Engine: Draw & Consistency
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Peace Offering + Memory Relapse: Perfect for lining up Gig value-pairs early. It keeps your hand full while smoothing out your curve for mid-game plays. Memory Relapses' effect comes in handy when you need a turn to breath from your opponents big threats, while also giving you card draw in return (with a condition that is easy to fulfill for a deck with this much gig manipulation.)


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Midrange Utility Units: High-health, resilient Green units absorb early hits, preventing fast decks from claiming easy early Gigs.


The Blue Package: Control & Interruption
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Reboot Optics / Chrome Reverie: Cheap, instant interaction that interrupts your opponent's big attackers or disrupts their optimal turn sequences.


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Nocturne OP55N1: Essential utility in this deck, useful in-hand if you're going first because of the cost reduction, the versatility of this card makes it a staple in most blue-decks but in this one its one of the few pieces of utility this deck has access too and is one of the big stars when deck building.

The Red Package: Gear & Units
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Great Gear: Cards like Satori are invaluable to a deck like this one, since most of the card-draw you get in this deck comes from one or two throw-away programs having it be shifted to your units really helps, the typical value of your units being 6 power also means that this gear pushes them up to 8, with just 1 combat trick you can be up 2 gigs on the next swing!


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Heavy Muscle Units: More units your opponent has the worry about! All of the red units are great!



4. Matchup Guide & How to Pilot
| Opponent Archetype | Strategy & Approach |
| Aggro (Red/Yellow / RRY) | Stabilize First. It's a close match, but if you can make smart trades and play around the limited amount of cards in their hand it should be quite easy. Most of your cards dodge their removal like bonnie & clyde. |
| Pure Control (Blue Heavy / BBG) | Out-Pace & Pressure. Force them to expend Blue resources inefficiently on early threats. Save your limited removal for cards like lizzie wizzie and other blockers. Kill off everything else by swinging into it. |
| Midrange Mirrors | Manage Resources. It comes down luck of the draw honestly, but smart fixer plays like calling a fixer in response to a swing to give it -2 power, or your unit +2 power can make unexpected plays that'll set you ahead in the long-term. |
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