Legality (show more) |
---|
Standard Ban List 23.09 (latest) |
Standard Ban List 23.08 (active) |
Rotation |
---|
Pre-rotation decklist |
Packs |
---|
Core Set |
What Lies Ahead |
A Study in Static |
Humanity's Shadow |
Future Proof |
Creation and Control |
Opening Moves |
Fear and Loathing |
The Spaces Between |
First Contact |
Up and Over |
Card draw simulator |
---|
Odds: 0% – 0% – 0% more
|
Repartition by Cost |
---|
Repartition by Strength |
---|
Derived from | |||
---|---|---|---|
Hard Stealth Kit | 124 | 106 | 24 |
Inspiration for | |||
---|---|---|---|
Chart Harder | 5 | 4 | 0 |
FemMopus Fatale | 1 | 1 | 3 |
Include in your page (help) |
---|
Corps move fast. Move faster.
This hardware-centric Kit build gets set up fast with Replicator, Inside Man, and Astrolabe. The newest Shaper console works wonders here. The more the corp tries to expand their server portfolio, the quicker you can get yourself set up, and that additional 1 MU will make a world of difference in the amount of pressure you can put on. Now you can have your Magnum Opus, a breaker, and an SMC in play without having to have dropped up to 4 credits on your CyberSolutions.
The biggest change here is the freed up influence for a one-off Imp. To make room, I dropped the Datasucker/Parasite combo. I originally ran them both for a number of reasons (Datasucker to carry some of the load against the heaviest of glaciers, and Parasite to nuke iced up centrals in RP that would essentially negate Kit's ability), but in nearly 50 plays with this deck, I can't say I've consistently been happy to draw into either card. Using the cards, when they do pop up, is almost never the best option as I've found that the problems they solve can be worked around with the number of stealth options the deck packs. Taking a closer look then, Imp makes much more sense. You will almost always end up with early multi-access pressure, and that means you can start digging to kill off combo pieces. It can very often be worth it to install an HQI or two, and do a scouting run before installing Imp. If you see things you like on the first run, find a way to get the Imp into play (install, SMC, clone chip), and head back in. Use it to control the corp's game plan, but make sure you don't tip your hand and reveal Imp before it's time to start wreaking havoc. You want to ensure you get to use it a little more efficiently than just sniping a Hedge Fund when they could eventually be holding a Biotic or a SanSan, or any other nastiness you can't pay to throw in archives.
This build isn't wildly different from the first version that inspired it. The second copy of Magnum Opus is out, which can put a little more weight on your Clone Chips' shoulders should it get trashed, but since I almost always SMC out the Mopus, drawing into the second was always a disappointment. Drawing into Magnum Opus, is of course, perfection, but don't expect that to happen often, and definitely don't wait for it to happen. Instead, tutor for it with an early SMC; getting your econ online should be your number one priority, sometimes even before getting that Cloak/Refractor up depending on the match-up. Otherwise, if you wait too you're going to bleed yourself dry making runs without the monetary backup to carry you farther into the game. Mopus is also key because it's your Scorch/Midseasons protection in a deck that just doesn't have time for Plascrete. Don't be afraid to click for 8 whenever you feel comfortable: your win rate with this deck will skyrocket when you can start to identify economy windows. Give it a try and let me know how it works for you!
13 comments |
---|
31 Oct 2014
PaxCecilia
|
31 Oct 2014
Bamser
I really like the hardware plan with Inside Man and Replicator; however, I'd be curious if this is more efficient with Kate "Mac" McCaffrey: Digital Tinker. What is the advantage of being Rielle "Kit" Peddler: Transhuman? I think the stealth package is strong enough you could go either way. |
31 Oct 2014
PaxCecilia
The advantage of Kit is the early game aggression with Refractor just like There's a lot of commonly used Ice there. Consider starting with a cloak or lockpick in hand as well. It's not super likely, but anything with 5 or less strength and 3 or fewer subroutines can be broken. That's a huge early game potential. It's not going to happen every game, and you're not necessarily going to want it to happen every game. But it's the threat of being able to do it. |
31 Oct 2014
DarkMite2
Don't get me wrong, I LOVE Kit. However, the ppl in my store have learned how to stack ICE to slow her down. (Outmost = Pop-up Window, then followed by Information Overload or Wraparound) IMO if you want to use Kit, then a Paintbrush or Tinkering is needed. |
31 Oct 2014
moistloaf
Paintbrush is much too slow for Kit. You want to maximize her ability early game, and then use it to save yourself some money in mid- and late-game, especially now with Refractor. I like this list, but is BlacKat worth the 1 extra influence over Corroder? It costs twice as much to install, and in most games, you won't be breaking barriers with more than 1 subroutine. It definitely carries its weight sometimes, but with that 1 influence you could run a Stimhack or something. Just a thought. |
31 Oct 2014
PaxCecilia
If you don't need the 1 influence, then I think BlacKat can be advantageous. It's obviously more effective against multi-subroutine Ice. For example, corroder takes 2c to get to strength, and 2 credits to break Eli 1.0, who I would argue is the most common Barrier. BlacKat takes 2c to get to strength, and 1 stealth credit to break both routines. It's obviously not a huge difference, but again if you have the spare influence, why not? |
31 Oct 2014
BTrain
This deck is built from the ground up to suit Kit. It packs 3x Refractors to up the chances of drawing the breaker that for most of the game is going to be doing work. That frees up your tutors for the one-offs. And then behind that, it has the support of 3x Lockpick, which in many instances you can get out all in one turn thanks to Replicator and the fact that it's dirt cheap. Now let's make a run on a hypothetical R&D server. We're in the mid-to-late game here, and ice is stacking up. It's now three-deep on R&D, and by a lot of people's estimations, we're at the point that causes the "you should have been running Kate" argument to get thrown around. But we press on. The outermost piece of ice is the only one unrezzed. Behind it is an Eli, and the innermost is an Archer. We make a run, because whatever that outermost ice is - it doesn't scare us. Even if we assume no Ghost Runner or Cloak support (which at this point in the game you would NEVER run without; tutor up Cloaks if you have to, there's nothing wrong that), we can get Refractor up to 11 STRENGTH before paying 1 credit per sub to break. And that's for any type of ice. They want to rez a Heimdall, a Hadrian's, a Curtain Wall? Another Archer? Be our guest. If it's on the outside, we're basically guaranteed to get through. They rez a Grim, and we chuckle to ourselves. Raise to str. 5 with one Lockpick, break the sub with another. So now, we've "used" Kit's ability for the turn, and it's time to start relying on our other stealth breakers. A barrier and a sentry - BlacKat and Dagger. Guess what, great news. Our stealth credits for that Grim came from Lockpick, and we're now free to start dipping into our Cloaks, OR with BlacKat paying from our credit pool we should have been building up throughout the game with Magnum Opus. So we break into R&D, we access, and if we've been drawing and building our rig smartly, we should be seeing two, three, even FOUR cards by the late game. Then once we end our run, we build up any extra pieces of we need for the next turn, or take cash to avoid the SEA Scorch/Midseasons (another thing you need to watch closely throughout the game). And then once our turn begins next time, we get all those stealth credits back. I built this deck with a "one run a turn" mentality, the idea being to make those runs increasingly more painful through multi-access hardware that gets set up quickly and cheaply with Replicator and Inside Man. Thanks to stealth, runs cost us almost nothing once the tools are in place, and thanks to Kit, "one run a turn" becomes a far easier prospect. |
1 Nov 2014
CaptainMark
Liked this ! I tried with Switchblade for a nice success, but I don't know if it will be better with Dagger, specially now that Blue Sun: Powering the Future is on the rise. What do you think about it, |
1 Nov 2014
BTrain
|
I'm a little skeptical towards using all stealth breakers, but I think this is still a really solid deck list. I suppose BlacKat isn't any worse than Corroder if the 1 influence isn't necessary to your deck.
Do you mulligan for Replicator? Other than Astrolabe it's your only draw power in the faction that has draw efficiency as a core element. Would you keep a hand with Magnum Opus if it didn't include Astrolabe or Replicator?