Legality (show more) |
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Standard Ban List 24.05 (latest) |
Standard Ban List 24.03 (active) |
Rotation |
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Deck valid after Sixth Rotation |
Packs |
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Down the White Nile |
Reign and Reverie |
Downfall |
Uprising |
System Gateway |
System Update 2021 |
Midnight Sun |
Parhelion |
The Automata Initiative |
Rebellion Without Rehearsal |
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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Tithe #1 Fan [outdated] | 1 | 0 | 1 |
Include in your page (help) |
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Here it is! The fabled, the foretold, the best performing Thunderbolt at EMEA! This writeup is mostly going to be me dissecting card choices rather than play lines, but I'll still try to give an overview of how the deck works. This is less because it's complicated and more because I don't trust my play or memory of examples enough to give a single distilled explanation - a lot of my decision making is in the moment and sometimes I regret it. With that disclaimer said, a note that this is definitely not the perfect form of this deck, and 49 (well, technically 50!) slots to get through, let's get this show on the road.
You generally want to open fast, jamming stuff in the remote early, digging to find things if necessary. While we do have tools for opening up the midgame, scoring or moneying up early puts pressure on the runner either by giving us a lead on points or opening up access to our ice suite. Once the midgame hits, it depends a bit on the list. Rigs without tricks can be taxed out "fairly", rigs with tricks or efficient breaking might need some! gentle persuasion. At least in this current iteration of the deck, we don't quite have the money and speed of PD, so don't quite try and match them at speed of jamming, but rely on the tricks you have to blow out unsuspecting runners while going fast enough to punish the wary ones. This isn't a perfect summary, and I'm sure I'll look back on this in a few days or weeks and go "why didn't I talk about XYZ", but it's the basic primer.
Because a lot of runner lists right now fall into one of three categories, all of which we have tools to answer:
The lack of three pointers is a deliberate choice and the result of several games of testing - while a mix of ones and twos takes more slots it also means the maximum value of an access is less, and all your agendas can be actively beneficial to score. Since remote accesses are high value and a good way to surprise a runner with Ganked!, making sure the runner has to steal four agendas gives you more opportunities to throw them into ice they weren't prepared for. Now, to take it card by card:
Here's where we get to the fun stuff. Of our ice suite, all but 5 trigger the ID, and those five all have an on-rez effect.
1x Týr. Oh my sweet beautiful bioroid baby. Oh my poor pantheonic protege. I have searched my soul, scoured every stone, sadness stifling my spirit, to find the words to break this truth to you without breaking my own heart. You are beyond us. We cannot afford the price you deserve, not when you can be clicked through, not while plagues still ravage this land, not when the ocean's depths rise up to drown you, not with the strange amalgam of cards we wield. Maybe with tweaks, maybe with shifting money and meta and tech cards and a better mastery of the deck artisan's craft, I could build this list into something worthy of you. Until that time, and though this burden will ever weigh heavy on my soul, I must think of what you said to me, long ago. The valiant do not hesitate.
may we meet again, on the wildering and boundless paths of metas distant.
goodbye, and farewell.
(I didn't play Týr all tournament, and I think as it stands the deck might be better served by a smaller ice we can afford consistently, though I don't know quite what at the moment.)
TL;DR this will win every regional it attends guaranteed you're all doomed perfect deck 11/10 no further changes your honour.
But seriously, if you have any questions about the deck at all please ask me! I'd love to talk about this deck - it's been my pet deck for so long and as well as being incredibly fun to play it constantly feels right on the verge of being genuinely good.
3 comments |
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11 Jul 2024
halvorson
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14 Jul 2024
Amputret
I've been trying to play this and I'm confused how you're meant to survive the ealy game with very erxpensive ice and only 3 econ cards that aren't Hedge Fund. The only viable turn 1 ice is Magnet and maybe Tithe, all I find is the runner ransacks R&D and gets to 7 before I can rez more than maybe 4 or 5 ice. |
14 Jul 2024
AceEmpress
We have 7 or 8 non-agenda, non-hedge money cards (depending on how you want to count Vovo) - NGO and Regolith are both very much money cards that let you get a bit more aggressive with early ice because you can bounce back from low credit totals - it's still a bit of a pain point, the money does need tweaks and the deck doesn't always mulligan great at the minute, but in my experience it hasn't been quite that bad - there's also a reason the suggested changes involve cutting Tyr and potentially playing Tranquility Home Grid. Ice-wise, Gatekeeper and Hagen are very much also viable early ice anywhere with meaningful facechecks, Wave on centrals means if they run there you can fetch a Bloop and all of a sudden facedown ice is a major threat, and Lycian is, while sometimes awkward if they can keep hammering it, very good into Bhankar and versatile on the remote. Generally you want to give centrals only a token defence early - one ice on either R&D or HQ depending on the faction you're against and how many agendas in the opener, while you focus on jamming an agenda or regolith early to give you that early tempo. Between Ganked, Brasilia, Troubleshooter and Stegodon, 4-5 ice is actually enough in a lot of games, I've found because you can make those ice more taxing than they have any right to be, or outright rigshoot the runner. A lot of times HQ ends up uniced or barely iced because you can just jam agendas and it means you can save those ice for R&D or the remote. |
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