Central Under Pressure v2

RedV 241

Thanks Winning Agenda for featuring this deck.

Central Under Pressure is a Yog Kit deck, a classic archetype but brought up to date to the current datapack and refined to improve consistency. I’ve been solely playing this version for 4-5 months and its been doing well on OCTGN and two city metas. It is very strong against HB and hold pretty well against NEH FA too. This deck applies a lot of pressures using Yog and Datasucker on all the central servers so much that the corp has to put aside their strategy and focus on icing up 2-4 deep on all centrals hence compromising their scoring server. Otherwise, you could go through for free and gain more datasucker tokens. The pressure is further piled on by having a highly efficient fixed and semi-fixed breakers like Mimic, Atman, Femme and Lady which get stronger from the tokens gained. Hence the name of the deck, :) (Don’t forget to play the song by Queen while watching the corp crumble).

Why Yog in Kit (TL:DR = Yog is so underrated in Kit!) As many are aware of, the use of Yog in Kit deck has always been debated. It is costly and in the long run, it requires other utility cards such as datasucker and the clunky Dinosaurus. Actually, these downsides could be made nearly negligible when built around. Utility cards are clunky only if they are used solely for a certain combo and not if they are synergistic with many cards.

I often feel people under appreciate the strength of Yog in Kit. Kit as an ID is very strong because with just a decoder, the risk of running on outermost unrezzed ice is drastically reduced. With Yog as her decoder, she essentially has a str 3 –break-all-subroutines-on-all-for-free- AI icebreaker. It could break 18 different early game etr ices and also nullify some common aggresive ices like Komainu, Tsurugi, and Architect. Secondly, it puts a lot of decision making pressure on the corp in terms of which ice to install, where, in what order and whether to rez ice yet. More often then not, because Yog would go through anyway, they would not rez the ice hence costing them a lucky agenda access. The next turn they would probably overcompensate and rez a big ice they are not ready for.

I am aware that refractor could serve the purpose of Yog but refractor would still struggle against taxing ice with multiple subroutines and it doesnt pressure archive as much as Yog with Datasucker.

The mindset of playing this deck:

Early game:

Find Yog, steady facecheck and card draw.

Look for Yog in your starting hand. Pro-Co/draw and econ card would be acceptable hand too. Maintain medium drawing and a light facechecking. Installing a datasucker early puts good pressure on corp to rez ice. Once Yog is out, force them to spend money every turn by rezzing ices.

Mid – late game:

draw cards, light run, lock up R&D and gradually complete your rig. One thing to watch out for is people would eventually pile up ices before rezzing them at the same time to get the second outer ice (more often than not, its a splashed Archer..) to do some damage. But if you have Atman and sucker tokens, you will be fine or if the calculated risk is worth it, dive right in. Program thrashing doesnt hurt the deck too badly as it has redundant breakers and heap retrieval options.

Against NBN/NEH:

Try to draw and keep testrun and/or another breaker in hand. At some point early game, they would try to rush Astroscript in 2-3 deep server. This is when you install Lady or test run Femme against the inner ice.   Justification for the inclusion/ommision of some cards:

vers. 1 had 1Cyber-cypher which has now been replaced by another copy of Lady. This is to tech against FA as they tend to play more ETR codegate and barrier

ProCo: A very efficiency card draw/economy for this deck. There are quite a few components to be installed in the long run so you would want to keep drawing cards. The money generated from drawing is usually sufficient to sustain the icebreakers.

Daily Casts: Clickless economy card is useful to complement a deck which relies on clicking ProCo for econ.

A single Kati : the deck relies quite a bit on Pro/Co and clicking Kati regularly would hinder the pace of the deck. The Kati is mainly for when the rig is more or less established and for end game economy.

No Tinkering/ Escher: I really like them as extra element of surprise but the deck will get too clunky. I don’t think the deck really need them as it already has testrun/scavenge tricks to mess up the corp.

No Indexing: Early/mid game it’s rather hard to be able to do an indexing run and to make a followup run same turn to bag the agenda. It’s mostly doable at the late game once your full rig is set up but by then, you would have had triple RD interfaces set up to lock RD. Would be nice to have one of but I can’t afford to add any situational card.

Noted Weakness:

When compared with standard Shaper deck, it lacks the robust mid-run program tutoring of SMC.

Blue Sun and decks with lots of 5/5+ str Ices. Femme could solve some of these issues but Blue Sun simply laughs at her. So far it,s not a problem yet but it will be once O&C is out.

Decks with lots of barriers especially those incorporating variable str ice walls. Cerberus won’t last long and I usually rely more on Atman with base Str of 1.

Could potentially run out of steam late game as there is no Levy AR in the deck.

No HQ multi-access. A single HQ interface would be really good in this deck but I just can’t find the influence.

No tech against PE. I usually put down one R&D interface and maintain a loose R&D lock.

Potential change to the deck:

+1 Scrubber -1 Mimic. Scrubber helps a lot against most current meta archetypes and Atman at str 3 could partially cover the role of Mimic (Rototurrets would ruin your day though) until you could test run scavenge Femme. Code Siphon. Very useful card to fast forward rig building but I cant find the space for it. HQ interface. Maybe -1 Lady, -1 Mimic, -1 Yog(!), +1 Gordian Blade, +1 HQ interface

Any comments and suggestions highly welcomed.

9 comments
21 Jan 2015 rnark

I hate playing against this deck... which is probably the best compliment you can give a runner deck. Thanks for sharing the list!

21 Jan 2015 Jashay

I've always felt that one of the biggest advantages Kit has is the nigh-impossibility of keeping her out in the first couple of turns, if she gets a decoder or any tutor. These are the decks that run The Maker's Eye and Legwork for early pressure. I reckon they'll run Code Siphon, too. Powerful card, that.

You seem to have sacrificed early unstoppability for a stronger midgame, which is interesting. How quickly can you get set up? I've always found that to be the issue with the Yogasaurus build; it takes long enough that they can reinforce their servers.

21 Jan 2015 linuxmaier

@Jashay I played a similar Yog Kit deck for a while (retired for now because of IT Department and Blue Sun, which is acknoweldged as a weakness by the author here) and if you build your deck right, it comes out fast. In a recent tournament, I was getting the full Yog/Dino combo out regularly by turn 2, turn 3 at the latest. Modded helps a great deal, as did SMC (which this list doesn't run) and ProCon. The issue is that you kind of need to go crazy with the deckbuilding to get it to be consistent, but once you do it's incredible economy gains to ignore facechecking taxing ice in the early game. If they rez a komainu on HQ, you break it for free and then Parasite it the next turn.

22 Jan 2015 RedV

@Jashay Thanks linuxmaier for answering for me. Its pretty much spot on except for one thing. Yogasaurus could in theory be set up pretty fast within 2-5 turns indeed but honestly speaking, I don't think you could consistently count on that every game. Its not that improbable to not have drawn a single Dinosaurus within say first 15 cards. Secondly, I also wouldnt deny that setting up Yogasaurus early game is still some tempo lost. My solution to this is to change the mindset: Set up Yog early rather than trying to set up Yogasaurus early. If I find Dino at some point and I have a modded/credits and Scavenge to spare, perfect, I would then complete the combo. I feel Yogasaurus should be treated as bonus but not a necessity. In fact, I don't hesitate to throw away the first Dino if I don't get multiple econs early game.

You are right, Jashay. I sacrificed the early game power cards like Makers Eye and Legwork for the mid to end game play. Early game plan is to slow down corp by rezzing ice early while you gradually complete your efficient breaker suite consisting of yog, mimic, lady and datasucker. My early days meta used to consist of mainly glacier decks which mean decks with low agenda density. There were often times, with aggressive runner build, where playing several early multi access event cards yielded no agenda and eventually the corp could complete their giant stack of ices to stop the run. That's the reason why I focus now on having an efficient breakersuite that cost almost no credits to break ices in midgame where I can then consistently lock the RD.

22 Jan 2015 RedV

@linuxmaier I agree that SMC would help alot. Initially, I dislike having test run, scavenge, smc, clone chip in one deck as that really takes so much space just for tutor alone. But that being said, I am now trying out +1 Clone Chip, +2 Self-modifying Code, +1 Sharpshooter, −1 Diesel, −1 Test Run, −1 Scavenge, −1 Atman. Not only that the consistency of finding the early Yog should be increased, I could run more aggressively knowing that Sharpshooter has my ass covered. I just had a quick look at your Yogasaurus simplified deck and It does look very similar to mine except that mine is abit more breaker oriented.

22 Jan 2015 linuxmaier

@BloodV With your deck, I'd definitely say that you would play Yog before Dino most of the time and scavenge it back on. I played that for a while but found Eli in particular very annoying, since it doesn't really cost the corp anything to bring it up. So I reoriented the deck to very firmly focus on bringing the Yog0saurus up earlier and I do pretty much see it up by turn 3 unless I get some really terrible draw on the Dino (I'll mulligan for it, much of the time). If I don't see it, I'll play the Yog first but it rarely happens. The upshot is that the deck is at full speed very quickly (with paintbrush coming out later as an economy card to turn Eli/Tsurugi/Komainu/etc into free breaks), the downside being that there are very few tricks or pressure tools. I used to run it with Imp and Parasite and I loved them to death, but... I gave them up for the increased consistency of the Yog0saur, but I totally get why you'd give the Dinosaur a wait and preference Imp and Parasite. They're strong, strong cards especially with the current meta of assets and low strength taxing ice.

22 Jan 2015 steevo15

Why akamatsu over astrolabe? I suppose that you wouldn't want to draw outside of your turn because of the missed opportunity to use pro-co, but wouldn't possibly help get your rig set up more quickly?

22 Jan 2015 RedV

@steevo15 Mainly because I am playing the console Dinosaurus in the deck. That single extra MU would allow more freedom in late game to do parasite play without destroying my full rig : Yogasaurus (0), femme/mimic, lady, datasucker, atman/another datasucker/Yog if i cant get Dino out for some reason. The diesel and proco should cover the drawing department well enough.

22 Jan 2015 steevo15

Right, definitely forgot about the console interaction haha. I so often don't play any other console except for astrolabe, that I forgot it even was one.