Dinosaurs can fit through Keyholes too

PeekaySK 8149

Shapers can use Keyhole just as well (if not better) than Anarchs, and CT is definitely the girl of choice to try this, because of her extra MU. The tutoring lets you get away with one copy, you can play your cards out of order (Keyhole first, then Djinn, then Scavenge to move the Keyhole) and you have RnD interface for additional abuse.

Not sure if Medium is actually strictly needed in this particular deck, if I end up tossing it, then Djinn goes too (and I'll do something fun with the spare influence).

Since I'm already running Scavenge for Test Run abuse and Keyhole mobility purposes, Dino became the console of choice (also, it's her toy dammit!)

5 comments
7 Feb 2014 PeekaySK

After some testing, this probably needs more money, although I'm not really sure how to fit it in. Maybe the Moddeds should really be Dirty Laundry, 'cause I seem to only really use them for Interfaces and Dino, the rest of the stuff gets either cheated out with Test Scavenging, or installed mid-run anyway.

8 Feb 2014 Failtech

funny, apart from a few card choices, this was the first deck i built when i got true colors. dinogarrote is pretty brutal. if you take that route, why not put full dedication in the medium + keyhole combo? replace the r&d interfaces with professional contacts and switch to cyber cypher as your decoder. gets you a faster, more reliable r&d lock.

14 Feb 2014 secretsecret

Have you made any changes to this as of late? I really like the concept of keyhole as an addition to the deck instead of being its centrepiece...

17 Feb 2014 PeekaySK

if you take that route, why not put full dedication in the medium + keyhole combo? replace the r&d interfaces with professional contacts and switch to cyber cypher as your decoder. gets you a faster, more reliable r&d lock

Short answer: because I'm a flexibility junkie.

Long answer: building like what you describe locks me to only one really feasible way of winning, thus opening a perfect counterplay opportunity for the corp to shut me down. What will I do if they get two Tollbooths on RnD, if I'm playing your version?

Worst part is, the changes wouldn't actually increase the speed/efficiency of RnD locking all that much, either. I'd be essentially trading the ability to get into Enigma-ed remotes for a one-time discount of 2 credits, and 2 credits off an already insanely expensive run, while simultaneously lessening the potential impact of said run. Doesn't seem like that good of a deal to me, personally.

(also, if speed and efficiency in RnD locking were to be my goal, I definitely wouldn't be playing Pro Contacts - it's a huge tempo hit to get it going in the first place, and the corp will be scrambling all its resources to stop the RnD rapeage. If I lose the tempo, I might not be able to get it back until it's too late)

Have you made any changes to this as of late? I really like the concept of keyhole as an addition to the deck instead of being its centrepiece...

First all, just because there's only 1 of it doesn't mean Keyhole isn't the centerpiece of this :P

After ample testing, I have to admit I was less than impressed with Keyhole. Sometimes it worked, and sometimes it didn't. I really felt the need to have a Nerve Agent (for those times when RnD is iced to all hell). My first impulse was to just switch the Keyhole into a Nerve Agent, but that sort of defeated the purpose of the excercise... so I swapped the second Corroder for it.

So, current version is:

  • 3 Modded go out, 3 Dirty Laundry go in
  • 1 Corroder goes out, 1 Nerve Agent goes in

This version plays much better, you just need to remember not to get attached to the Keyhole too much. If you can Scavenge it for something else to get into a remote, do it - you can always Test Run it back :)

17 Feb 2014 PeekaySK

Oh, and I'm considering -1 Gordian Blade to fit in an Escher, because Escher is f***ing awesome.