[Startup] Smooth Criminal Zahya

Xtreme 164

This is my attempt to build a run-based aggressive criminal deck in the Startup format, and I'm pretty happy with the result. This is my Smooth Criminal Zahya Deck:

This deck is far from ideal in every situation and that's the beauty of netrunner, but with a run aggressive Zahya, you want to make the runs as cheap as possible. Here is the reason behind my card choices.

Programs

  • Bukhgalter: The best killer in the game, and the 2c discount makes it cheap to run low-strength sentries. In different scenarios, it is actually cheaper to put down a second Bukhgalter if there is a lot of sentries on the board.
  • Cleaver: With a base-strength of 3 this fracter is actually cheaper to break Barrier than Corroder but does cry when facing a advance big Pharos
  • Buzzsaw: Again, a base-strength of 3 is just crazy good in startup format and the only code-gates Buzzsaw really fears is Tollboth and Lotus Field. Funhouse is a great code-gate, but if you go tag-me then its not a big problem to deal with
  • Leech: Leech is the star of the show and works wonderfully with all three ice-breaker. Since the strength boost on Buzzsaw and Cleaver is expensive, you want both leech on the board. The efficiency of this breaker-suite with leech is that you can get through a Tollboth for a total of 4c, and basically anything else for 0-2c per encounter. That makes it super cheap to run anywhere and makes it very hard for the Corp to keep Zahya out.

Hardware

  • Pennyshaver: Zahya Console is such a great console since it encourages running and keeps the economy going. I typically make 1-2 run per turn on averages, so the number goes up relatively quickly. Every run is a credit in the bank, and another one (min) in your credit pool when running R&D or HQ.
  • Boomerang: With a 40 deck size, getting boomerang early is very likely and consistent, which makes it almost impossible to keep Zahya out in the early game. That is a huge advantage before the corp get set up and too rich.
  • Docklands Pass: A great and fair substitute for the OP HQ-interface, and makes every run on HQ a 2c profit with Zahya's ID Ability.
  • Buffer Drive: This is my only tech and the aim is solely against PE decks. Since 40 decks size are tight, each card is more valuable in order to make the deck flow. The only advantage outside of PE decks, is to get a crucial ice-breaker back from the heap if it gets trashed by Retribution.

Resources

  • Telework Contract: This is such a great econ card for only 1c and gives you net 5c in return. The way I'm using it in this Zahya deck is to have it install on the board and use it in case I'm low on credit. The ability to use it when needed it makes is very valuable and would love to have more influence for a second copy.
  • Security Testing: This work wonderfully with Pennyshaver and Leech, which also put pressure on the Corp to put ice on Archives. Ideally it also work great with Red Team, but it is to expensive and with the low number of resources (and deck size), it doesn't make sense to include Career Fair in this Zahya Deck.
  • Ice Carver: Naturally include in the deck with the breaker-suit and makes it easier to break Ice for free. It's an expensive include, but with double Leech and full breaker-suit online, you are good to go for the rest of the game. This synergy is what makes this deck run sooo smoothly and possible to deal with almost any type of Corp-deck

Events

  • Bravado and Dirty Laundry: These two run events is some good econ cards and is used in different ways. Dirty Laundry is best against safe runs on central, or together with Security Testing on Archive. I found the best way to use Bravado is actually in mid to late-game, when there is more than two ice on a server. I have found that going on the scoring remote server with 3-4 ice and Bravado it, returns 9-10 credits after the run, which makes you safer against double (or triple) Punitive kills.
  • Jailbreak: Match made in heaven for Zahya and is a standard include. Getting that extra credit on a R&D or HQ run with a card draw for a 0c event is crazy good and helps you to dig deeper for the scoring agenda.
  • Mutual Favor: With a low number of ice-breakers, I found that 2 copy is enough to get your breakers out when you need them. You will rather see a Mutual Favor than the actual breaker, so you can get the right breaker out at the right time.
  • The Maker's Eye: This is just great to dig for agendas in R&D, and gives you 3c return with Zahya's ID ability, so it pays for itself right of the bat (If the run is successful). The reason for not including Conduit is that its influence and install cost (and MU). With two Leech on the board, makes the deck very sensitive for purge if it also ran Conduit.

Game-plan

  1. Run
  2. ???
  3. Profit and win

The whole gameplan is to run efficient and aggressive, which will hopefully lead up to snipping agendas. If the game drags out, the deck has enough tools to deal with almost anything that the corp could throw at you. There is a lot of way to tweak this deck to make it work differently, but this has worked wonder for me, and is really fun. My biggest obstacle is if the Corp is on Punitive Kills and get insanely rich, then the only way out is to either get a strong economy or steal the agendas on one turn. With two Bukhgalter in the deck, you want to have the first one online as soon as possible, to avoid a very scary face-check. Don't be too afraid of face-checking ICE (except for against Jinteki), since it help to keep the Corp poor.

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