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My goal here is to score the first Medical Breakthrough (or Nisei) out of hand with Mushin No Shin and Plan B. (Mushin onto Plan B, then advance once). Scoring a Medical obviously makes it so you can score the others out of hand with Biotic Labor, while a Nisei will help out if you need to actually leave a Medical or The Future Perfect on the board.
Philotic scores out of hand with a Biotic if the runner happens to get the jump on you and pick up a couple agendas...could even be an alternative win condition if the runner ends his turn with a light grip!
The nice thing about the ICE is that there's a variety of cheap ETR for every ICE type. Would obviously be shredded by AI breakers though.
Not sure about the ID choice, and I thought about using Harmony Medtech, but it felt cramped and poor. This way I can potentially grab a few advance tokens for Haas, a trap, or ToL play.
Any advice? Going to play test tonight.
5 comments |
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1 May 2014
bubo
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1 May 2014
famebyproxy
Thanks @bubo. I could play GRNDL Refinery, but it would either be a one-off or I would need to take out a Biotic. I like the synergy, and it's definitely a stronger economy, but I don't know if I have the INF for it here. Haas has the added benefit of being something I can rez and cash in on the runner's turn, if I feel that it's in danger. GRNDL requires a click to capitalize on, as you know. Loving the Junebug play...might try that out in place of a Snare! or Shi.Kyu. You're absolutely correct that ToL is there for failed Plan B's. However, I don't need to play advanceable ICE (or other cards for that matter) in order to take advantage of it. My understanding is that Tennin's ID and Mushin let me drop those tokens anywhere – it's not necessary that those cards be advanceable because I'm not advancing them per se (not spending a click and paying a credit)....only placing advancement tokens on them. I hope I'm not misunderstanding! If I'm right, does that sell you on it here? Appreciate the advice – I'll report back on how things turn out. |
2 May 2014
famebyproxy
Went 1-2 tonight against a Reina/Knight/Keyhole deck, and won 1 against Noise Shop. Never had the opportunity to play Biotic Labor when I had the credits to do so...ToL was a much bigger player. ICE was definitely the weak point of the deck, but I was up against a worst-case scenario with Reina/Knight, making all of my ICE expensive to rez and cheap to break. Need to beef this up a bit, possible with out of faction ICE. A few things worked well, though: • Shi-Kyu is a great Keyhole and Noise deterrent once in Archives. I might find room for a third. • Mushin is awesome. Nuff said. Couple other things I learned: • As @bubo mentioned, I didn't use Plan B as much as I thought I might. It often clogged up my hand waiting for an opportunity to use it. Will likely go down to 2 to make room for something else. It did see some action, though. • Econ was tough, as I kept having my Celebrity Gifts trashed on me. Damn Anarchs. • Fast Track was also not as needed as expected. Might go to 2 on this also. |
2 May 2014
Ravarix
Remember, if you install Thomas Haas with Mushin, and the runner runs it on the following turn, you cannot active Thomas. It is just as vulnerable as GRNDL in the most likely scenario. On the other hand, if you manage to keep the Refinery alive through that turn after Mushin, you can get a spectacular payout (up to 28 credits if you advanced it the install turn and got to use Tenins ability on it the following). This is the reason I'm running a 1-of Junebug too. It could be death, or gaggles money for me, or an Agenda. All of which is bad for the runner. |
2 May 2014
famebyproxy
Thanks, @ravarix. I've actually taken that advice and reposted an updated list. Check it out: netrunnerdb.com |
Instead of Thomas Haas, review how GRNDL Refinery synergizes with Mushin No Shin.
I would test extensively with Fast Track. I'm concerned about the reveal requirement tipping off the Runner to watch the next few remotes created. I'm also not convinced that 3x Plan B is a good idea. Most of my Plan B decks run 2x.
The ICE selection seems to want a singleton Project Junebug to plant with Mushin No Shin. This is a common strategy that I employ if I find myself in Phase 3 with leaky ICE. By Phase 3, the Runner is typically overconfident and not expecting 6 Net Damage from a Project Junebug out of nowhere.
I'm not sold on Trick of Light in this deck. It seems to be recovery for failed Plan B, but to me it seems that we can free up more card slots for a better plan by reducing our dependence on Plan B. Plan to only use Plan B in Phase 1, and/or Phase 3 should allow for 2x Plan B and no Trick of Light. Alternatively, utilizing advancable ICE would give ToL more targets to pull tokens from.