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 |
Pretty straightforward build, been teching a lot of other decks as well, but I'll put this up first since releasing this decklist requires by far the least work for me at the moment. The pawn idea originally derived from db0s Homeless Kasparov, though this deck has shifted quite a lot from his ideas.
Explaining my splash and other choices:
Tips for beginners and the like:
Anything I forgot to add in these notes? Drop a comment below! I'd love to hear feedback and ideas. I'll be putting up more decks later, but seeing as I want to release a lot of briefing, strategy and thoughts with each deck, it'll be more about my schedule than anything else. I actively test and tech decks almost every day, though. Thanks for reading, and I hope you like this deck. :)
12 comments |
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6 Jun 2015
Earth Red
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6 Jun 2015
terkala
Just played against you using Space Camp: netrunnerdb.com The frequent run style of this deck is really good, and punishes players for not protecting all of their central servers. And the pawns punish you for having only one piece of ice on your central servers. It feels like your deck is pretty light on icebreakers though. I realize the core icebreaker is Overmind/David combo, which does break pretty much everything. But maybe consider adding a few Test Runs, in order to recycle your icebreakers once they've expired. It combos well with those cards, because on a test run you don't care if you have to waste all the tokens on the card. |
7 Jun 2015
Pinkwarrior
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7 Jun 2015
Earth Red
I've been playing around with substituting one Overmind with one Cerberus "Lady" H1 for the increased credit efficiency. On paper we'd be getting more counters to break, plus it costing 3 less to break barriers, plus more use for SMC and other recursion. I'm not sure yet if it'll affect the decks tempo-mathematics and flow too much, and at least it would shift the use of SMC a bit (giving it more usability in some situations.) On paper, at least, I shouldn't be loosing too much flexibility, since Overmind will still be my main breaker. The most imminent edge is, of course, if I'll be getting Overmind out as often to be able to maintain the windows of flexible plays and pressure while ignoring subtypes.
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7 Jun 2015
Pinkwarrior
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7 Jun 2015
Earth Red
I've been playing around with substituting one Overmind with one Cerberus "Lady" H1 for the increased credit efficiency. On paper we'd be getting more counters to break, plus it costing 3 less to break barriers, plus more use for SMC and other recursion. I'm not sure yet if it'll affect the decks tempo-mathematics and flow too much, and at least it would shift the use of SMC a bit (giving it more usability in some situations.) On paper, at least, I shouldn't be loosing too much flexibility, since Overmind will still be my main breaker. The most imminent edge is, of course, if I'll be getting Overmind out as often to be able to maintain the windows of flexible plays and pressure while ignoring subtypes.
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7 Jun 2015
Earth Red
Oh, sorry, I was not aware of how NDB commenting works. I accidentally submitted my post before I was ready, and now it's still standing there, only hidden. :D Sorry, above is my complete comment. |
7 Jun 2015
Earth Red
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7 Jun 2015
Earth Red
Of course I'm not claiming that I'm running around with infinite money, but I just don't see the return large or needed enough to take the hits necessary. |
8 Jun 2015
terkala
Let's assume you have an Overmind in your heap. You could Clone Chip to install it (total cost 5 credits), and then you would get to use it until your counters run out. Or, you could Test Run to install it (total cost 3 credits), blow through all the counters, "and" put it on top of your deck at the end of the turn so you can get it again next turn (with fresh counters). If you have a modded in hand, it'd be 1 credit to install, or you could just pay 4 the normal way. So it's either 5 credits for one use worth of overmind counters, or 7 credits for two sets of fresh overmind counters. Is it worth 2 credits (and two clicks for the draw/install) to get one turn worth of "free overmind counters"? I'm not sure, but it's worth considering. Notably, you can also use it to dig for D4v1d on command, getting it with a fresh set of counters, use them all up, and then have it ready to draw and re-use next turn. Right now, you have no way to dig for D4v1d if you really need it. |
8 Jun 2015
Earth Red
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I added some missing stuff into this decks article due to feedback from our local community, such as the note about Swordsman.