Legality (show more) |
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Standard Ban List 23.09 (latest) |
Standard Ban List 23.08 (active) |
Rotation |
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Deck valid after Fourth Rotation |
Card draw simulator |
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Odds: 0% – 0% – 0% more
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Repartition by Cost |
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Repartition by Strength |
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Derived from |
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None. Self-made deck here. |
Inspiration for | |||
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Xand's Guide: Startup with Haas-Bioroid v 1.093481203 stream | 0 | 0 | 0 |
HB Rush | 0 | 0 | 0 |
Startup HB | 0 | 0 | 0 |
Include in your page (help) |
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Hello! My name is Xandorius. I've published a series of decklists for newer players using Nisei's Startup Format. There is one decklist per faction, using the startup IDs. Each decklist will discuss some ideas about playing as and against the faction, an overview of a gameplan from early to late game, and a breakdown of why I chose each card in the list. These lists are meant to give players a place to get started and some things to think about as they continue on their Netrunner journey. Discussion and tweaking to your own playstyle/ideas is highly encouraged!
You can find my other startup guides here!
WELCOME TO THE MACHINE - PLAYING AS HAAS-BIOROID
HB can go in a lot of different directions. Whether it's big combos, fast advance efficiency, or powerful bioroid army glaciers, HB has tools for a lot of problems. If you like to string together lots of different pieces, play huge turns, or manipulate the runner's turn by denying them clicks or accesses, then HB may be the corp for you!
TAKING THE TURING TEST - PLAYING AGAINST HB
Many of HB's tools take away your clicks, or can be dealt with by spending clicks. Running first click against HB is particularly valuable when you're facing a field of bioroids. Having trash abilities to toss out their combo pieces can really disrupt HB's plans. Finally, throwing out a Clot at the right time can put a halt on their Fast Advance ideas.
PRECISION SCORING WITH PRECISION DESIGN - EARLY GAME
The plan with this deck is to fast advance out your agendas faster than the runner can keep up. Using a combination of extra clicks and reduced costs, you want to score when the runner has no chance to disrupt you.
In order to do that, you'll need a lot of money quickly and without the risk of trashing. This deck relies heavily on econ operations to build up the capital to take off. Early game you want to see your econ, and hopefully one of your fast advance tools. ICE goes on centrals and one remote to protect SanSan City Grid
TO THE MOON - MIDGAME RUSHING
Preferably you get your early setup fast: money, ICE, go! Biotic Labor and SanSan City Grid get the scoring going quickly, with your ID ability giving you the Biotic back to play again. Digital Rights Management gets you your agendas quickly when you need them. Red Level Clearance and Sprint get you the pieces as quickly as you can.
Palisade and Ansel 1.0 are intended for the remote, primarily to protect SanSan. Your main goal is to not have an agenda in hand or on the board for very long at all.
RUNNING LATE IS RUNNING BEHIND - LATEGAME PLANS
Truth be told, the goal of this deck is to avoid the late game entirely. It's a sprint to the finish line. Positioning ICE like Drafter and Ansel 1.0 in effective places so that they fire your recursion is great for setting up in the late game. You don't have long term sustainable econ, so you'll want to think of ways to get your pieces as quickly as you can. Scoring a Project Vitruvius early with a counter on it can help secure your late game scoring plan. Combining Biotic Labor with SanSan City Grid can allow you to score Cyberdex Sandbox and Offworld Office out of hand.
TWEAKING THE MACHINE - CARD CHOICES
Agendas - This deck aims to combine the benefits of fast advance with triggering your ID ability. So we settle on 2 pointers instead of 1s or 3s. 3s can be really challenging to fast advance, and 1s end up being too resource intensive. Cyberdex Sandbox is tempo neutral, since it gives your advancing money back. Offworld Office puts you a little farther ahead. Project Vitruvius and Luminal Transubstantiation are easiest to score.
Operations - This list is pretty straight forward. It's draw, money, or fast advance tools. Government Subsidy and Hansei Review can probably be swapped for different econ cards, but they provide a simple way to generate the credits you need and are difficult for the runner to disrupt.
Upgrade - SanSan City Grid is your only upgrade, and key to the fast advance plan
ICE - The ICE suite is a blend of efficient and gear check. Most ICE ends the run. Hagen and Magnet can disrupt cards like Botulus or Egret. Ansel 1.0 can protect from SanSan getting trashed or you agenda getting stolen in case you get hit with a Clot. Whitespace looks like a decent way to tackle runners going early and face-checking. It could easily be swapped for Enigma though.
ROCKETS GO BRRRRR - FINAL THOUGHTS
Thank you for taking a look at the list! There are lots of tweaks and options you can swap in to fit your style and meta. Consider alternative ways to get extra clicks with Bass CH1R180G4. Or perhaps tweaking the fast advance plan with cards like Seamless Launch. ICE like Slot Machine or Engram Flush can provide a cheap way to tax the runner if you recalibrate the econ strategy. Including a campaign like Marilyn Campaign or Nico Campaign might be a better route over the operations only approach. Whichever way you go, HB will allow you to design a winning deck!
Take care and see you on the Net!
-Xandorius
1 comments |
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8 Jul 2022
mike855
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Thanks for the guide. Do you have suggestions to replace cards as I have only SG and SU?