Legality (show more) |
---|
Standard Ban List 23.09 (latest) |
Standard Ban List 23.08 (active) |
Rotation |
---|
Pre-rotation decklist |
OH MY GOD GUYS. I BROKE NETRUNNER. THIS DECK IS LITERALLY UNBEATABLE.
..Now that that's out of the way: I proudly present All Corps Are Evil, a giant piece of jank that has been doing surprisingly well so far. Warning: If you're looking for Tier 1 decks only, read no further. This deck is much too susceptible to bad draws. HOWEVER. If you enjoy the occasional jank, especially those that can actually win you games, this deck might be for you.
General Game Plan
The corporation has been doing morally wrong, illegal, or downright evil things, and you're here to prove it. Give them bad publicity for days. Profit from it. Make them suffer from it. Win without ever encountering a single piece of ice if you don't want to (after all, you're a journalist, not a hacker).
Things that give bad pub
Frame Job - Super easy way to give bad pup, especially when playing against a lot of 1-pointer agendas. However, you also have 3 Fan Sites available to work with this.
Investigative Journalism - This is a bit more expensive than Frame Job, but it works without prior setup. I would, however, wait with triggering this until you have at least a couple combo pieces set up (more on that in a bit).
Tallie Perrault - Really risky to use, and doesn't trigger at all in some matchups. Make sure you know when you can tank a tag. The good part is that this doubles as an instant card draw (they play SEA / Midseasons? Pop this and see how they can't scorch you)
You - Last but not least, you start the game with 1 bad pup, which is mostly used as the condition to install Investigative Journalism, but also works well with a couple of the cards below.
Things that profit off bad pup
Blackmail - This is a staple in Val decks, and no different here. In this deck it's also a lot harder for the corp to shake all of the bad pup to counter it.
Itinerant Protesters - This is honestly so good. In no time, you will be at 3 or 4 bad pup, meaning that the corp has to trash a lot of cards with this card out. Now, will they remote install their agendas, keep them in their 2 card hand, or trash them?
Personal Workshop - In case you actually need to install breakers or Keyhole, just use the bad pub for FREE MONEY. This will soon give you 3 or 4 credits per click, while making a run, which is fantastic.
Raymond Flint - Remember when I asked what the corp is going to do with their agendas? Well, if they choose to keep it in HQ, you'll just get free steals the next time you give them a bad pup. Combined with HQ Interfaces and/or Itinerant Protesters, this is incredible HQ pressure without ever having to run. This also doubles as a nice expose on their remote server before you Blackmail for the win.
Other cool things
Career Fair / Liberated Account / Daily Casts - well, sometimes you just need actual money instead of your bad pup, especially if you can't find your Workshop.
I've Had Worse - Good old damage protection doubling as emergency draw. Really no reason not to play this.
Quest Completed - This is propably the card I'm most unsure about, but it can come in quite nice in a pinch if they have a Caprice or something on their scoring remote.
HQ Interface - as mentioned, mostly here for the Flint accesses, but if they have a porous HQ, why not run it?
Vigil - This is incredibly reliable draw at least once you get your Protesters out (and reliable draw is what this deck needs).
Earthrise Hotel - Also a bit unsure about this, draws are good but it might just be a bit too expensive.
Same Old Thing - Mostly for Blackmails, but also cool for Frame Jobs or Protesters. Keep the pressure up at all times.
Keyhole - Well, you have the HQ pressure secured, so why not pressure R&D as well? Normally you're looking for your actual steals in HQ, so Keyhole is nice for simply disrupting the corp's plans as much as possible.
Breakers
Eater - No-brainer with Keyhole. With all the bad pup you get, you'll sometimes have free Keyhole runs, which is just incredible.
Mimic - Swordsman counter.
Corroder - Wraparound counter.
Zule - Turing counter.
(these all also allow you to get into servers if you actually want to access and they have rezzed ice already. In a perfect world, that wouldn't happen, but you can't be too safe)
That's the deck! Hope you like it, if you have some suggestions on how to make this better feel free to post them (except Faust, I won't play that).
Edit: So far this deck has mostly lost against PE style net damage decks. Therefore I'm thinking of cutting the Zule and spending the initiative on Feedback Filter + any combination of Career Fair, David, or Yog.
5 comments |
---|
25 Feb 2016
Pilltechre
|
25 Feb 2016
Zylus
|
25 Feb 2016
Pilltechre
Mimic without Datasucker could leave you locked out if the corp rezzes an Archer in front of Crisium. I also use Imp so that Raymond triggers have extra bite. You have a lot more bad pubs to give than me so this could be a strong include for you. |
28 Feb 2016
michaeln
So far, my games with deck have been fun, but have also featured serious econ issues. If you're hanging onto pieces in your hand (Blackmails, for example), it's hard to also get a Career Fair to be there simultaneously with a Liberated Account. Even the 3 for a Daily Casts seems to turn into a major imposition. I squeezed in some Sure Gambles to try to help with this. |
28 Feb 2016
Zylus
Agreed, the econ outside of runs isn't great - but what I've found is that I don't really have to care until I have significant parts of the "combo" on the board (which all cost 2 or less aside from HQ Interface). So I mostly just play Daily Casts and draw until I find all the pieces. I often make runs on 0 credits and so on |
I just made something similar last night but decided against eater keyhole because of crisium grid which I expect you will see a lot of because of the popularity of Account Siphon.
Just a suggestion but I would swap out at least one HQ I for an R&D I. Itinerant Protesters should already be increasing your chances of hitting something juicy on HQ.
Also if the corp tries to keep hold of Snare!, Shock! or other HQ active traps you can switch over to R&D.
When R&DI is out and Itinerant Protesters has shrunk the corps hand size down to like 1 or 2, they have to draw 3 cards on their turn to see something new. Then discard back down again!