Near Earth Manhunt v2

MattJP 69

12 comments
2 Feb 2015 LSK

I want to try this. How do you feel about the ice spread and quantity? I'm a bit worried about Enigma, in particular - if I'm only playing 9 pieces of ice I expect most of them to be durable past the early game. How do you minimize agendas being sniped off the top early on?

2 Feb 2015 LSK

Also, maybe it makes sense to go to 3 Data Raven if the long-term goal is to keep the runner out of servers with DRT

2 Feb 2015 MattJP

@LSK one thing that's difficult to get across in a decklist is how resilient this deck is. The ICE spread is indeed pretty thing, but I've rarely lost a game due to it (I can think of 1 match). The priority is to get out remotes, in whatever form necessary. Something to note is just how fast this deck draws through itself... you can easily manage 3 draws a turn if necessary (more with Jackson - who is incredible in this deck) and usually at least 2. You can easily see 20+ cards in 5 turns if you need to dig - and you can also keep up the remote pressure at the same time... just great resilience.

The long term goal is not necessarily DRT, but it's a relatively easy one and it works incredibly well. I've won through psycho-Beale, scoring glacier-stype (eli, tollbooth, tollbooth is not cheap), various styles of fast advance and kills. The most common are the Astro-train and kills.

The engima is there to address an issue of porous ICE. A previous version of this deck has almost all porous ICE, excepting Tollbooth, and it caused issues when runner when into "fuck-it" mode or against Siphon. The extra hard ETR is just there to give me defensive options. It could easily have been a quandry, but I love eating a runner's click with it and it's slightly more resilient. Another thing to note is just how rich this deck gets. I'm seriously considering dropping marked and possibly a pad two if the right asset comes out. Once you have 2 turtlebacks out you get 2 credits per install and a draw on your first... the middle/late game economy is insane. And a diversified at 10+ remotes is common and wonderful.

Hopefully that describes the deck to some extent (I know I have just to put one up). Any more questions, just let me know. The deck takes a bit of getting used to, but it's a beast.

3 Feb 2015 Grimwalker

tried this out because I've been running City Surveillance NEH for quite a long time--man, this was so much nicer. Rich buttery consistency. The thing I love about these builds is how seductive they are--the runner thinks they're doing so well, finding and trashing assets, but in reality they're giving up time and tempo and letting me score out when they've spent their money. Manhunt traces are an even better money pit than CS.

3 Feb 2015 MattJP

@Grimwalker Exactly. This deck just ramps up and up and up, and while it doesn't have spikes that insane combos might give you, everything synergises so well. Clot is going to be a problem, but I think some of the money assets could be dropped for the Cyberdex asset.

3 Feb 2015 Grimwalker

Actually I rarely score agendas the turn I install them, and while riding the Astrotrain can finish a game, it rarely is the make-or-break start that it is in other builds. I think Clot can be played around.

3 Feb 2015 MattJP

@Grimwalker My meta has figured a reasonable way to keep this deck down. Just run everything. The only trash DRTs and SanSans and make sure I can't sneak out agendas. I've had to start scoring behind remotes. I think it depends on how your opponents play it. Do you find you can just let agendas just sit out?

4 Feb 2015 Grimwalker

yeah, that is the trick. The thing I like about this is that Manhunt puts the kibosh on hyperaggressive checking if installed early. Adding SanSan will help too--they can't always have Clot.

Plus I plan on finding room for a Cyberdex Suite which should help.

4 Feb 2015 Pyjam

This is very good and funny deck. I haven't tried it but my buddy used to play something similar.

Against him, I coudn't run on everything because he also played Snare!.

His deck is here. The absence of SanSan City Grid is explained by his desire to challenge himself.

7 Mar 2015 cocomogogo

@MattJP thanks for the deck loved losing to it haha. Turn 1 Imp is the saddest thing that can happen. Unless they are running PPVP and they scavenge every 3rd turn. That is like a puppy in a wheelchair sad.

8 Mar 2015 MattJP

@cocomogogo Yeah, Imp can really hurt. CyberDex is a good include in the current meta, especially with clot coming out.

22 Sep 2015 nickv2002

Oaktown Grid seems like it would be a good upgrade from to Dedicated Response Team here to protect key Assets.