Legality (show more) |
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Standard Ban List 23.09 (latest) |
Standard Ban List 23.08 (active) |
Rotation |
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Pre-rotation decklist |
This deck is designed around utilizing the frankly ridiculous harbinger economy. Playing the deck out of Chaos Theory helps achieve the consistency that it needs to function. I have a minimal number of programs/hardware with a cost, reducing the need for kate's ability, and Kaplan gets stymied by the fact that the Harbinger reinstall uses up her ability for the turn.
I've now played it several times and been very, very pleased with it. I can usually count on getting Aesops, Harbinger, and one or two wastelands up by the third or fourth turn (Every so often you'll get it in your opening hand and then you're really off the races). The fact that the economy is largely clickless helps a great deal. You can check horizontal remotes easily and will often have a spare click for Kate, once you draw it, increasing your economic edge. 'Taxing' strategies generally fall hard to this deck, since you'll be consistently gaining a chunk of change more turns than not.
It plays simply. As you might imagine, your first priority is getting your aesops engine running. Unless the hand is amazing, mulligan unless you have an aesops. Everything else you can drop, but the aesops is a lynch pin. Put a little pressure on the corp, but be careful. Getting midseasoned will absolutely ruin your day, since so much of your economy is resource based. Diesel and Express Delivery should deliver you your tools within the first few turns (You have a 50% chance of having an Aesops by your 8th card, including your opening hand). If they're being obstinate, don't forget that wasteland triggers off daily cast, self modifying, clone chip, and same old thing to keep you in the game while you scramble.
Once you have your Aesops going, this deck really ramps up. Clone chip is primarily for harbinger, and with such a tight deck there's no reason you shouldn't be able to sell a harbinger more turns then not. Pop the clone chip on your opponents turn (triggering the wasteland for some additional credits), then sell on your own. Sell daily casts when they run down to their last two clicks and don't be shy about sacrificing plascrete or self modifying code to the aesop hunger, if needed. Assemble your rig and start firing off Maker's Eyes and Legworks. The one Interface helps you to keep up the pressure against decks like NBN that draw through their deck quickly. Essentially, this is pretty close to kate at this point. When you're ready to Levy, try to keep a Harbinger on the field (so that its easy to recur without drawing again) and don't sell anything the turn you pop same old thing, to apply your wasteland credits as a discount to the levy.
Overall, I'm very pleased with it. It does have a few weaknesses. Probabilitywise, you're very very likely to get your engine early, but sometimes all three aesops hide at the bottom. Be liberal with your digging, the deck doesn't turn on til you find it. The second weakness is the deck lacks 'tricks'. You've got Atman to handle the most pressing ice strength, but the deck can be stymied by Caprice shenanigans, news team control decks, future perfect protection and the other non ice methods of defending servers. Put the pressure on when you can, though, and you'll find yourself consistently hitting your stride earlier than the corp expects. If they have anything less than a speedy and efficient opening, you'll walk all over them.
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