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 |
The concept is simple. We keep the corp poor. Forever.
Utilizing standard Criminal Tricks and the central breaker suite, we can hit the Centrals fairly early to land a siphon. Install one or two Lampreys as you please, and hammer HQ under Security Testing + Desperado to generate money AND deny the Corp money to prevent them from ever recovering from zero credits.
If the Corp purges the Lampreys, use DejaVu to get them back and start running again.
If the Corp makes HQ too taxing on the approach, use Sneakdoor Beta to continue the eternal denial, and Feint to enable both Emergency Shutdown AND to trigger Lamprey again.
If they already started with a lot of money, use Vamp to zero them out.
A Corp with no Money can't defend remotes, or protect R&D from multiple Keyhole hits. Nor can it defend HQ from becoming agenda flooded.
Alternate builds could swap Clone Chips in for the Deja Vus, to make Lamprey recursion faster. Alternatively, you could run Gabe and drop one of the Deja Vus.
"I've seen the face of the future. And it's a corp wallet, getting stepped on, forever."
12 comments |
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1 Aug 2014
Thike
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1 Aug 2014
wswan
Yup. Definitely love it. And you won't need a crypsis if you run remotes while the corp has no money. Hopefully. I guess a paper wall could happen. |
1 Aug 2014
Thike
Yeah, paper wall, and those times when you can't get them all the way to zero. Good insurance. |
2 Aug 2014
killionaire
A very good point. I still need to playtest this archtype a bit more, I just ran this deck at the FLGS's netrunner night since we were taking it casual after the last regionals and had some opponents swearing at how stupid it is to be helpless under Lampreys. Perhaps the alternate version (Gabe, with Cypsis instead of one of the Dejas) would be more effective... |
2 Aug 2014
jeibel
Very interesting. How do you manage your memory ? If the corp puts different ice types on HQ you need different breakers out, limiting your lampreys / sneakdoor etc ? What are you priorities ? How do you pilot ? shifting rig ? |
2 Aug 2014
killionaire
It's definitely a shift-ring deck. Sneakdoor and Keyhole are mutually exclusive installs, you rarely need all the central breakers to get this gig going, and even 1 Lamprey is brutal against zero ice: You can HQ lock an opponent this way pretty much, gaining 4 credits and them losing 4 every turn... plus all your accesses. My priorities are to land siphon #1, and then hit whatever's weak. I would not attack R&D at all if I thought I could set the corp to zero, aside from deliberate emergency shutdown plays to drain more money. Security Testing and Desperado are top priorities to install as I get them early. |
2 Aug 2014
Fox Ex Machina
You're running only eight Run events in the deck; I'm not sure the extra two influence is worth running Ken over Gabe. Still, I definitely like the idea. I'd love to take this deck out for a spin. |
3 Aug 2014
Thike
Gabe vs Ken is probably a wash. You'll get a fair amount more money as Gabe, but you shouldn't need it. While there are only 8 run events, three are Siphons, and you have enough recursion to play them nine times. |
4 Aug 2014
hi_impact
This is the deck that loses lives. Suffering, agony, and eternal netdamagefire await any who attempt to harness it's power. |
4 Aug 2014
killionaire
Been running some matches with this deck, and collecting tweaks. Tenma throws people off a surprising lot. Gabe telegraphs that he's hitting HQ and will have Sneakdoor, but Tenma seems to get a turn or two longer of un-iced archives, which helps a good deal. I actually hit a guy using paper wall on a remote. But Inside Job fixed that, I was fortunate to draw it next. Only really had a need to super-Lamprey (2x Lamprey) once in four games. The other times, I had some lucky draws and was able to chain Siphon + vamp repeatedly with Keyholes in Memslot 4 and 5. |
8 Aug 2014
jeibel
Tried it. It's really quite disgusting. Siphoned 7 times in a game. I don't know if Lamprey pulls its weight. Oftentimes you just make 1 run in HQ each turn, and as you go on siphoning the corp can't build credits fast enough and Lamprey feels almost detrimental. I don't think i ever pulled a Lamprey with Deja Vu , always Siphon siphon siphon. Except 1 time a carapace once a PSF was scored. However i really hate central breakers. They are horribly inefficient and since Corp wil double ice HQ ASAP, they slow you down, most early game ICE cost 4 to break so you need to build up credits clicking to get the siphon train rolling. I've found myself too poor to install Desperado initially, and felt the breakers eat up siphon profits quite fast, therefore unable to Vamp. Further testing underway, would appreciate tips or comment. Uh i added a Legwork instead of a Planned Assault, with such an HQ focus it's a shame not having it. |
Evil. Pure, unmitigated, maliciousness. I like it. Maybe a Crypsis for the odd remote?