Foundry Advance v1.2

pandapersona 2628

The Foundry has a spot in the HB Fast Advance roster, specifically because of it's ability.

By continually rezzing ice and using the Foundry ability to fetch additional pieces, you are able to build quite taxing central and scoring servers. In addition, you are thinning out RND, which means that once you are ready to start fast advancing agendas, you'll hopefully be able to draw into the things you need.

The deck has been updated to use Executive Boot Camp to help build servers faster and cheaper, as it allows you to trigger the Foundry ability on your turn. Peak Efficiency also becomes a late game power card, easily generating between 7-10 credits.

2 comments
10 Dec 2014 sruman

I am also testing a Foundry:FA deck -- the core is the same but skipping the NEXT ice due to the parasite threat ( more bioroids, including the more expensive ones which might not work out). A few questions about your current build:

  • How is the Eff. Committee plus Shipment working out? Do you find you're getting the pieces -- 2 biotics (both of them in your deck), 1 eff. committee then later the shipment -- when you need them or a lot of waiting around?

  • Have you thought about reclaim over archived? Seems to compress card space (can go with 2 reclaims and use a bit late).

  • With only 2 biotics and no San San, how late in game do you typically find yourself scoring the first FA?

  • why only 1 architect, it would seem that "wastes" the foundry ability.

  • How are finding the typical money situation? Without Adonis / Eve power, it would seem that it would get fairly tight (since the Peak Effiiciency plays are late game)?

10 Dec 2014 pandapersona

Efficiency Committee is really important to the whole fast advance strategy. However, you rarely end up using a double Biotic Labor play to get the Efficiency Committee going, since you play with a lot of ice you can usually rush it out early or when then runner has spent all their money getting into RND. The two Biotic Labors are in the deck as an alternative to score out an extra 2/3 or 1/3.

I've used Reclamation Order order, which can be good. The final version that I took to a tournament ended up having 3 Archived Memories and 1 Reclamation Order. In general, I opted for Archived Memories just because it does not cost anything to use, apart from a click, and it's a little more efficient if I need to use a second Efficiency Committee token to grab a Shipment from SanSan out of archives.

As to the timing of the deck, it depends what type of runner you are play against. In general, the games can go a bit long, where you simply set up very taxing servers and start rezzing ice on both runner and corporation turn using Executive Boot Camp. However, I've had games where you aggressively score out of a remote, as NEXT ice can become very taxing very quickly.

The Architect is in the list mainly to see if it is good, I've opted to use one because I find 2 or 3 Architects not very good, it is very expensive compared to the rest of the ice and the effect is not as game stopping as Ichi 1.0.

As for the money, I've had no issues with it. Executive Boot Camp makes all your very cheap ice cost 1 less. Very helpful in getting set up quickly. In addition, Peak Efficiency is a fantastic card as it scales really well. I don't mind playing Peak Efficiency for 3-4 credits, as I can always grab it again with Archived Memories. In addition, Shipment from SanSan saves you money when you are trying to score. The most expensive ice is Ichi 1.0 and that is something you don't really want to rez unless it is going to tax enough to end the run or blow up a program.