Hayley's Hardware 2.0

UminWolf 93

Hey guys, thanks for checking out my second version of Hayley's Hardware. I really love piloting this deck, and I really want to shore up all of it's weaknesses as best as can be done, so any feedback/dialogue is encouraged :)

After some more play testing, the deck feels a little slow to recover from an explosive install turn. One of the things I found myself doing in all of my games was continuously drawing (sometimes spending all four 's) either refilling my hand, or digging for my event economy. When I was looking for my econ, an issue I was running into was needing to spend at least 2 's to grab some credits so I could play Sure Gamble if I happen to draw it.

Changes:

Professional Contacts has come in to replace Daily Casts because with all of the drawing I was needing to do, compressing come 's to also gain credits seemed like a good idea. But it turns out this card was better than I hoped. Because of the amount of " to draw" this deck does in the early game, the credits from ProCon help make the recover phase only 1 turn usually. Even if you don't draw an event econ, you'll still would've drawn a program or hardware that you can install with the credits gained from ProCon.

Dirty Laundry was in the second build of this deck, but it got replaced with Daily Casts because I felt like only gaining 3's for contingent run seemed not great when I was wanting econ. Dirty Laundry is back in the list because it's invaluable for compression, especially with a Comet on the board. Making a run, gaining some credits, chaining a Modded off of Comet to be able to install 2 PPVP with Hayley; all for a single ...it just feels like a turn where you cheated. I also feel the strategy of this deck (more on that in a bit) is to be trashing their assets early on.

Inside Man has been removed because his became useless in the mid-late game, where Dirty Laundry and ProCon economy are always good, and both contribute to compression.

I also dropped a Lucky Find for a second HQ Interface because the credits generated by ProCon is usually enough to pay for hardware or program installation, so most of my event econ is dumped into runs. This means that I want each of my runs to be more dangerous, so I felt like a second copy of HQ Interface was the correct answer. It makes the corp ICE up R&D, HQ, and their scoring server. The other nice thing is that if the corp protects one (R&D or HQ) and not the other, Tyson Observatory allows me to dig up the appropriate threat.

Strategy (so far):

What I'm come to realize so far with this deck is that you want to be hitting trashing their assets, because you have to spend turns refilling your hand, the corp can gets turns to ICE up. And because your breakers generally come out after your hardware, making runs into unknown ICE can be risky. This is where Dirty Laundry really comes handy, and is only made better by Comet. Once you're able to get your Cyberfeeders out, then you really want to find your breakers. When you get set up to run, you can usually run 2 - 3 times easy while chaining events together. Preferably Scavenge and Sure Gamble at this stage. Scavenge for your hounds, and Sure Gamble to keep your 's flowing for runs.

Generally you are going to rip through your deck very quickly (turn 6 - 9), and then you want to Levy to recycle all of your event econ, and just start drawing with Professional Contacts again. This time though, instead of spending 's to install, you're running like a fiend. Definitely have to make early runs on the corps assets, and to keep pressure on them, but be careful.

Weaknesses

This deck definitely struggles against fast advance. If they don't miss a beat, it's hard to grab the win unless you can get them on serious R&D lock.

Also, this deck has an issue with the shell-game style decks (not sure what they are called), where the corp just installs a bunch of servers, some are traps, some are assets. Generally I let them rez stuff before I run at it against these kinds of decks, but that also means that the corp is taxing me for free basically. And it also means that Ronin really sucks.

Any ideas on how to shore up these weaknesses? Guess better on the shell game decks? :P

Thank you for reading and for any feedback :)

0 comments