Still a WIP.
The first few versions of this deck have been fast, punishing, and aggressive. But due to its compostion there was no real recursion or redundancy. Marcus Batty or Keegan Lane meant your running career was finished.
Major Changes to this Version:
-1 ABR
-3 desperado
+2 clone chip
+3 logos
The ABR had to go to make room for the clone chips which also required me to rethink Desperado. Logos seems like a really nice way to help the package at this point. 4 install is reasonable for this deck, + hand size is valuable for further drug dealing, and the tutor will come in handy to pull out the missing pieces as the game develops and smooth those cases where you have almost everything and have to slow down too much. Clone Chips seemed slightly preferable to Deja Vu, but that may become more desirable as testing continues.
I feel like the deck needs more threats but I'm not sure how to fit them in. I would like R&D pressure, but I fear I need to settle for HQ and Remotes. Still debating if running 3x Account Siphon is even worth it.
Here is what I found in testing other versions:
Previous Version Pros: Faust and ABR with e3 makes the deck very expensive to keep out, especially if they're spreading resources thinly to stave off security testing/dirty laundry runs. e3 also rounds out the efficiency of central breakers and Peacock (included to better handle Turing). With a good economic start, the pressure just never stops. Drug Dealers provide faust food, card draw, and damage protection. Data Dealer can provide economic swing in dire straights or turn a Shi.kyu or News Team into tempo.
Previous Version Cons: Extreme vulnerability to rig-sniping. High variance. Low funds until econ-rig combo pieces have been assembled (ideal: Security Testing, Desperado, Public Terminals). HQ focused strategy. Sometimes Crash Space is better, others Fall Guy. Lack of strong late game threats.