Legality (show more) |
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Standard Ban List 23.09 (latest) |
Standard Ban List 23.08 (active) |
Rotation |
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Pre-rotation decklist |
Packs |
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Core Set |
What Lies Ahead |
Cyber Exodus |
Future Proof |
Opening Moves |
Fear and Loathing |
Double Time |
Honor and Profit |
The Source |
The Valley |
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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Six-Point Grid Exploding Brain Technique | 4 | 1 | 3 |
Valley of the kings. | 1 | 1 | 0 |
Five-point Exploding Honeybadger Technique | 1 | 0 | 1 |
Six Finger Death Punch | 1 | 0 | 0 |
Jack in the Box (beta) | 2 | 3 | 0 |
SlySquids D4Z3 | 10 | 7 | 8 |
Fast and deadly (Denmark Regionals 7st and 1th after Swiss) | 1 | 2 | 5 |
Life Imagined Re-Imagined | 9 | 6 | 2 |
GoThroughAndDie | 3 | 2 | 0 |
Death | 0 | 0 | 0 |
Include in your page (help) |
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There are rumors that Jinteki Biotech have, through their insight into the workings of the human body, discovered a deadly new type of biofeedback to inflict on runners. It will seem harmless at first but hours later, after they jack out, it will cause temporary memory loss, confusion, and in extreme cases, death.
This is a rush deck with negative hand size flatline as a way to secure a scoring remote in the lategame, based around Valley Grid. It makes strong use of two flip sides - Brewery and Greenhouse, you can use whichever you want each game, depending on matchup or personal preference.
Rush
Early game, try to score an agenda in a remote behind two ice. Feel free to use the Greenhouse ability and/or Biotic Labor to score a Nisei MK II, as once you have one of these scored you're probably 50% of the way to victory. With nearly all ice very cheap EtR, hopefully runner fear of Jinteki ice, and some strong burst econ cards, scoring 1-2 agendas this way shouldn't be too hard.
The Six-Point Exploding Heart Technique
For the midgame, you want to turn that scoring remote into an unbreachable remote, by putting Valley Grid in it, 3 EtR ice, plus a way to forcefully end the run such as a Nisei counter or Caprice. If you manage to have both, you're pretty much set all game. The reason this is so powerful is if the runner must run the server twice to access / trash the Valley Grid, this will mean they broke 3 ice x 2 for -6 hand size, which will kill them at the end of their turn.
You can also do the same setup on a central server as well / instead.
The Null Pointer Technique
Edge of World is great in this deck since many agendas can be installed one turn, then scored the next turn, and will be scored in a 2-3 ice deep remote. If you land the brain damage, a 3-deep remote with Valley Grid is basically unrunnable for the rest of the game. Also, Edge of World AND Valley Grid in a 3-deep server will kill a runner at the end of their turn after they run into it!
Other Special Moves
Biotic Labor gives you a likely way to FA score a final two AP Braintrust or Philotic.
Neural EMP, Biotic Labor, Philotic Entanglement, and The Brewery flip side can all be used in whatever required combo to flatline a runner after they run a Valley Grid server or have brain damage from an Edge of World.
Excalibur on the scoring remote combined with forceful end the runs like Nisei tokens or Caprice can create an absolute scoring window like nothing else in the game.
68 comments |
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16 Apr 2015
Wrecko
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16 Apr 2015
Ber
Wrecko: Don't wait until after you get flatlined by this deck to brush up on your rules knowledge ;) Rulebook, Damage section: "If the Runner takes more damage than the number of cards in his grip, or if he has a maximum hand size of less than zero at the end of his turn, then he is flatlined and the Corporation wins the game." |
16 Apr 2015
PurinaBisonChow
"If the Runner takes more damage than the number of cards in his grip, or if he has a maximum hand size of less than zero at the end of his turn, then he is flatlined and the Corporation wins the game." Because Valley Grid doesn't specifically state that it has a maximum penalty of a zero hand size, it's safe to assume that it can cause a negative hand size and, if the runner ends their turn with that state, the runner loses. As for the deck, I'd fit in three Jackson Howards, which I might suggest replacing the Wraparounds with and then filling that ICE slot again by replacing the Neurals with either Rainbows or Wall of Statics. As with every deck, Jackson just helps with consistency. If you want the immediate draw boost instead of a slower one, use Anonymous Tip. Either way, the sooner you get your ICE tower and Valley Grid, the better. |
16 Apr 2015
AKirkland
I love the idea, I hope it works. It actually seems really solid. You might want to replace Enigma, however, since it can't really go on the scoring remote (they can just not break the first subroutine, which means it won't trigger Valley Grid). Lotus Field seems much stronger. |
16 Apr 2015
PurinaBisonChow
Oh! That's a great point about Enigma! I second the suggestion to replace them with Lotus Field. That may also be a good reason to not use Excalibur and replace it with another Guard or anything else that the runner MUST break and take that pseudo-brain damage or else end the run because of Valley Grid. |
16 Apr 2015
Ber
@PurinaBisonChow As good as JH is, I'm not sure if he is right for this deck. I'm aiming for pure rush, so I don't want to be shuffling Agendas back into R&D, or drawing cards that don't help me set up and score early. I'm also not reliant on having my combo pieces to get started either, just money, ice and an agenda, so I don't feel too much need for extra draw. As soon as I have two (different type, EtR) ice on the remote, I'll score out of it. As for ice selection, I want very binary, gearcheck ice to support my rush strategy. Wraparound is great for this as it really needs a fracter, AI won't do. By contrast Rainbow to this deck as it can be broken by just about anything, so not ice I would put in this deck. The Eli's are an exception to the gearcheck focus, but they're so good on centrals that I think they're worth it. |
16 Apr 2015
Ber
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16 Apr 2015
AKirkland
I second the JH call. It'll save you from flood, and from Noise, and let you recycle your economy operations or trashed Niseis. The draw effect is almost secondary, but it will also help you at times. This is just spitballing, but would it be worth putting in a single Ronin? I'm envisioning you get it up to 4 advancements, and then Biotic, trigger Ronin, and flip your ID to (hopefully) flatline. Or, Biotic, flip to advance 4 times, then trigger it. I'm not sold in the idea, just throwing it out there. |
16 Apr 2015
Ber
Ronin is an interesting idea. If I find I can reliably get my remote set up, I may be able to put Ronin in there then prep to kill the runner by advancing him up etc while they can do little to stop me. Definitely worth experimenting with if the general concept seems viable. |
16 Apr 2015
AKirkland
Heh, yeah I totally feel you on wanting to resist JH, but I think there's a time and a place for Netrunner hipsterism, and Our Lord Howard is not that place. You may not need a full set though, 2 should be enough. It looks like an awesome deck, I hope it works. There are a lot of scary runner archetypes you have to be able to beat, but I think this could make it. One other thing I would suggest is a third Celebrity Gift - I know the ice is fairly cheap and all, but 8 economy cards just doesn't feel right. Not sure what to cut, though. |
16 Apr 2015
Dydra
This is retarded .... HOW exactly is that true? Negative hand size shouldn't be able to kill the runner ... I have to check the rulebook ... |
16 Apr 2015
Dydra
Rulebook says it's true .... Valley Grid 2nd strongest Corp card since Jackson Howard came ... |
16 Apr 2015
pillowdemon
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16 Apr 2015
AKirkland
Why shouldn't it be able to kill the runner? What reason do you have for saying that? If the runner's grip represents their mental energy, or brainpower, or however you want to see it, having less than 0 of that stuff sounds pretty lethal to me. |
16 Apr 2015
Dydra
because Only way to counter it is Ekomind/ Pyblic Sympathy / Origami deck builds, which currently don't exist. |
16 Apr 2015
pillowdemon
@dydra well, "ignorance" was a much better callout than you calling the author's deck "retarded." you seriously need to watch your words before you make a fool of yourself, man. pretty much asking for it. |
16 Apr 2015
Ber
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16 Apr 2015
Dydra
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16 Apr 2015
pillowdemon
i seriously feel sorry for you. i legitimately think you have a mental disability. |
16 Apr 2015
pillowdemon
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16 Apr 2015
Ber
ps. I saw a pretty scary looking HB deck using it too that you might enjoy, I think by CodeMarvelous, ah here it is netrunnerdb.com |
16 Apr 2015
VintageMustangs
"...represents their mental energy, or brainpower, or however you want to see it, having less than 0 of that stuff sounds pretty lethal to me." I don't know man... I work with some people that have 0 of the stuff and they seem to do pretty well for themselves. |
16 Apr 2015
Dydra
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16 Apr 2015
pillowdemon
(that someone being the exact same person who couldn't bother with a simple fact check before throwing around the word 'retarded') |
16 Apr 2015
Dydra
btw I just saw some of the card spoilers from the next pack. Sadly there is a neutral resource ( with 0 cost if this is legit) that pretty much solves the issue with power of Valley Grid :( that works especially good in Genes decks |
16 Apr 2015
PaxCecilia
This is almost identical to the deck I sleeved last night to test today... Heh, I'll let you know how it goes :) |
16 Apr 2015
Ber
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16 Apr 2015
thecodetroll
Me and a friend were talking about Valley Grid last night, and using a suite of rush deck ice to stack up on a server with it. Really love that someone has already built a deck list for this! :D Will definitely be giving this a go when I get my hands on VG! Keep up the jank! |
16 Apr 2015
Ber
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16 Apr 2015
ggDropbear
Almost died three times to this deck during (extremely bad play) casual Netrunner tonight. I'm imagining this in a Cybernetics Division: Humanity Upgraded could turn very ugly very fast. |
16 Apr 2015
Wookiee
It seems like Guard is super useful in this deck - why only one? Also, did you consider Datapike? |
17 Apr 2015
Ber
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17 Apr 2015
Ber
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18 Apr 2015
Comfect
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18 Apr 2015
Ber
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18 Apr 2015
Ber
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19 Apr 2015
Ber
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19 Apr 2015
Dydra
One thing though, from all of my games I got to see only 1 time Valley Grid.
One thing I can say is that those engines are real. I can absolutely see Beach Party + Adjusted Chronotype in most anarch decks, since it supports partying at Duggar's, double scorch protection and whatnot. Outside of Anarch .... can't really say, maybe some Savoir-faire deck. Or shaper now with Game Day? |
19 Apr 2015
SlySquid
ps great job @ber... this plays great!!! thanks |
19 Apr 2015
eulennatzer
The Chairman Hiro / Gyri approach is a totally different one in my opinion. You try to setup a possible combo kill with the Brewery. (I didn't test that one out, yet) Overall I think Biotech is a very very strong ID. I was really surprised how much pressure you can apply with Biotech and The Valley. |
19 Apr 2015
Dydra
They most likely will run the remote with chairman on click 1. - 2 handsize, if they don't re-run to steal him -2 hand size from Chairman rezz + flip = kill on your turn. If they re-run to steal him 2x -2 from Gyri + flip = kill. Another reason I love Gyri Labyrinth with Valley Grid is because of the efficiency. They want to break it? Ok - 1 hand size. They don't want to break it? Ok - 2 hand size :) Another thing, turn 2 or turn 3, I setup Gyri Gyri + Gila Hands Arcology on remote. ( after ICE on Central and R&D on turn 1). If they run to take the Gila - they die ( the Brewery was down). If they don't, got a solid econ setup for the deck :) All in all, really happy with how Gyri is working out for me. |
19 Apr 2015
Dydra
I'm going for more testing on Tuesday. |
19 Apr 2015
SlySquid
Thanks |
20 Apr 2015
Ber
A few issues to overcome - gotta find the influence, and individually Galahad and Lancelot are not better than no-inf options. Also, as a rush deck with no JH it might not see many grail ice before a game is over, or may find HQ squeezed to hold everything. Merlin is not great, because the net damage is an anti-synergy with Valley Grid, and the rez cost is high, so I don't think I'd use it. All that said, Galahad is a good gearcheck alone, and Lancelot is good stacked with any other EtR ice, and less parasite-prone than Rototurret. I think it'd be a variant that someone could try out :) |
23 Apr 2015
lolpaca
Have you considered Viktor 1.0? I used him in a similar deck and he does great work. Cheap as hell and synergises very well with Valley Grid. |
23 Apr 2015
eulennatzer
Overall after a lot of tinkering this build seems to be really the one to go for. Maybe squeeze in some Jacksons and some Melanges. The Edge never hit anything for me. By the way did anyone see how stupidly good Caprice and The Valley seems to be with Hudson 1.0? |
23 Apr 2015
Abstract
I like this deck a lot, I'm going to have to try it out. There are a lot of invisible benefits to decks like this (and Jinteki decks in general) that would be supported with Hiro and Gyri labyrinth, and that's just to make the runner make hard choices all game. The more of those you set up, the more mistakes they're going to make, and in a tournament setting where you've been playing all day, those choices just get worse and worse. |
23 Apr 2015
Ber
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25 Apr 2015
backstagehands
I really like this deck! Surprised at how good this identity is looking to be. I wasn't sure what kinds of decks I was going to see when this pack was finally released. The only part of this deck that worries me is that (as a few users have already pointed out) it seems very vulnerable to ice-trashing from anarchs (or even shapers that are recurring parasites). Especially since Hivemind/Progenitor decks can trash ice a whole lot faster than corp can usually purge. Lotus's would definitely be good additions here. |
25 Apr 2015
Ber
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27 Apr 2015
Callisto
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27 Apr 2015
Ber
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29 Apr 2015
Abstract
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29 Apr 2015
Wookiee
The problem that's not entirely obvious is that Net damage is effectively useless after hand size. If your hand size is 2, and you have 5 cards, 2 net damage is just discarding them a couple clicks earlier. I was running against a Valley Grid deck, and would take whatever net damage I had to, because it didn't really matter. |
30 Apr 2015
Benjen
I used this deck last night and totally didn't realize how Valley Grid worked. That thing fires every time a runner breaks the ice. Otherwise, it worked great scoring things behind a Guard. Take that, Inside Job! |
2 May 2015
Bifurcator
I really like the idea of the deck. I am wondering if Ash might be a good addition (due to being more reliable than Caprice), though I don't know what could be dropped for it. And have you thought about RSVP in combination with Caprice? I also feel that the Greenhouse is much stronger with this deck, the threat of the Brewery is enough most of the time. |
13 Jun 2015
Haggis
I might be an idiot newb here but if you hit Valley Grid and Edge of World in a 3 deep server, assuming you have 5 cards and a hand size of 5, won't you take thee brain damage (reducing you to 2 cards) and reduce your maximum hand size to 2? So you get to keep your 2 cards and not get "killed" |
13 Jun 2015
Comfect
Brain damage also reduces your maximum hand size as well as doing damage (that's why it's both nastier and generally harder to land than meat or net damage). So the Valley Grid has reduced your handsize to 2, and the brain damage reduces it further to -1--thus you'll die at the end of your turn. |
28 Nov 2015
Ber
@fetish Yeah there are archetypes that are gonna beat this for sure. There is so much end the run ice in here though, how are they getting through all of it to make Medium runs? |
28 Nov 2015
fetish
@ber I find that 2-strength ETR's aren't exactly reliable at Ending the Run, since many modern runner decks get their rig up pretty quickly. |
I don't think Valley Grid can kill the runner. You can't go below zero credits, similarly, you can't go below zero cards in hand. It does line them up for Neural EMP though...