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Standard Ban List 23.09 (latest) |
Standard Ban List 23.08 (active) |
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This is an experimental deck built around the shell game using a limited supply of Data Packs and all of the Deluxe Expansions. Data Packs available included:
The deck was built around using Space Camp and the strategy to Shock! up Archives in order to constantly be advancing traps or agendas that I'll be trying to have going on the field. All of the ICE I've included will primarily be dedicated to R&D and HQ with very few going out to my Remotes where I hope to try and discourage Runners from hitting with the plethora of traps I have mixed into the deck.
In theory, I want the Runner to be spending their first clicks on Archives, or be forced to run Archives in order to trigger any Space Camps and Shock!s I can get in there. I feel this deck is missing other cards that I could be using to better make use of this strategy in other data packs I don't own, so I've had to make do with what I got and frankly I think this deck needs work.
[Notes for Improvement]:
Things I want to try and figure out is whether or not I wanna trade my Curtain Wall for other cards. Curtain Wall is meant to be a massive defense against the Runner in case they're making an extreme amount of runs on R&D or HQ, in case I can't get them to run Archives. Susanoo-No-Mikoto is supposed to be my ace-in-the-hole card to force my strategy, but only having one in my deck feels counter-intuitive to the deck's strategy. Bullfrog was going to be a card I'd use to make up for it but it'd replace ICE's that could do damage or stop runs. Cell Portals were also considered.
I also feel lacking in economy cards (such as Adonis Campaign that I debated over and ultimately didn't go with), and more productive Assets I've contemplated over like Tenma Line. I ended up adding Gila Hands Arcology as some hope to give myself an economy card. Constellation Protocol was another card I considered focusing the strategy of this deck around if I wanted to make this a heavy Jinteki/Weyland deck. Another debate was also to use SanSan City Grid but I only own 1 copy and felt it could throw my strategy off heavily.
My biggest problem however is my deck size, as I've had a lot of trouble trying to keep my traps, keep my ICE, and keep the number down but I feel the deck is too loaded with Agendas now.
I'm looking for any and all suggestions to tweak this deck to try and stick to my strategy with only my limited amount of Data Packs, or to consider a single Data Pack in the near future to really hone this strategy in.
2 comments |
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8 Mar 2015
StarryVeck
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8 Mar 2015
M1SF0RTUNE
That's actually an interesting call, Shipment from Mirrormorph. A 3rd Trick of Light doesn't sound too bad either but the real question I'm trying to figure out is what cards do I want or have to sacrifice to make it all work, unless I play it a bit ballsy and keep adding cards to the deck cuz it's a very improvisational deck anyway with all the traps in it that can easily get discarded. You are right though, I should replace Curtain Wall but I'm not sure what other card to put in its' place other than Adonis, but if I do that I'll be short on high-strength ICE's unless I replace a bunch to tax the runner with using damage or credits. |
Yeah, your deck size is a problem. You've got loads of good cards in there, but every card in your deck above 49 reduces the chances of hitting those cards when you might want them. As it stands there is nowhere near enough economy either. Asset economy is really good in RP as they have to make two runs in a turn to trash it. You're never going to find the money to rez a curtain wall as things stand.
I'm not convinced by your strategy either. It seems there are too many things in here. RP isn't usually a kill deck (outside of nasty sentry ice) but your deck has lots of assets to hurt the runner. Usual strategy with RP is to tax the runner. Make them run a central that they can't simply bounce off (Komainu, Tsurugi etc) before they can turn their attention to a remote.
I do like the idea of a bunch of random traps which may not be run on and then Trick of Light-ing the tokens to an agenda. That seems like a solid core idea for your deck (and the multi-server 'shell game' will mean that the runner has to take their chances on these runs) so I'd put the 3rd ToL in and maybe even think about Shipment from Mirrormorph so that you can install a whole bunch of assets in a turn and still advance a couple of them in the same turn.