Ezekiel 25:17

Shockeh 751

"The path of the righteous man is beset on all sides by the iniquities of the selfish and the tyranny of evil men.

Blessed is he who, in the name of charity and good will, shepherds the weak through the valley of darkness, for he is truly his brother's keeper and the finder of lost children.

And I will strike down upon thee with great vengeance and furious anger those who attempt to poison and destroy my brothers. And you will know my name is the Lord when I lay my vengeance upon thee."

12 comments
29 May 2015 Shockeh

So, I'm attracted to Valley Grid, combined with the 'sharpness' Cybernetics Division permits you to have with it's 40 card limit.

The target is actually to have one 3 deep remote to score in, Centrals get an ICE each, and any other remotes are left open for taxation purposes. The option to blow someone up with negative hand size remains viable all game, and I'm still debating whether to make some cuts to fit in a bit of direct Net Damage (Neural EMP etc.) and/or Self-destruct or Ryon Knight.

First test will be keeping to the 40 cards for speed, I'll report back on how it performs.

29 May 2015 Shockeh

Addendum: Obvious concern is whether there's enough money in there to fire off an Ash trace - Not certain how best to combat this until I get to play it a few times.

29 May 2015 FarCryFromHuman

Best part of this deck: forcing your opponents to look into the face of Jackson Howard.

29 May 2015 Shockeh

Best part of the deck is that if you can get them to a hand size of 1 at the end of their turn, Chairman Hiro can turn up to the Runner's home to personally execute them, something I find incredibly funny.

29 May 2015 FarCryFromHuman

Fair enough. As for money, maybe Shell Corporation or Melange Mining Corp. would work for you? Pretty great for baiting non-scoring runs at the very least.

29 May 2015 Shiiuga

Some advice from playing a functionally identical deck:

Ryon Knight is good. A lot of people don't expect him, and he makes remotes almost impossible to run for Magnum Opus shapers because they'll get stuck with a brain damage.

You need way, way more econ. You will be poor as a lot of your upgrades are expensive to rez and to make stick. Green Level Clearance is good for agenda draw. Peak Efficiency did me well, too. Beanstalk Royalties is a good splash.

My original build had Gyri Labyrinth and Chairman Hiro but unfortunately neither really seem to pay off. Hiro is too expensive in terms of influence and is very risky without a Self-destruct or two in there to prevent the steal. Basically with that, needing to draw him, putting him in Archives then needing an Architect to fire to install him on the runner's turn it's too many moving parts. Gyri simply never fires when it matters. By the time you can threaten the runner with it they will already to be able to break it for 0-1 credit. I fired it a couple of times early game but it didn't slow the runner down at all. I think Quicksand is quite synergistic with this deck because it becomes harder to break as the game goes along without being NEXT and therefore more vulnerable to Parasite shenanigans.

I think in terms of direct damage I would suggest Punitive Counterstrikes over Neural EMP. I've tried Neurals and getting enough in your hand to make it stick isn't practical with the hand size. It's very easy to get the runner down to two hand size early on with an early Fenris rez and faking out a Self-Destruct Chips as an upgrade. Once that's happened any 5/3 they steal is an instakill with punitive as long as you can stick the trace on them.

Just some observations from my testing of a similar deck!

29 May 2015 Shockeh

@Shiiuga Good input, thanks you. I'll definitely consider the extra economy, and I'll probably drop a Gyri, and i'm definitely keen to try Ryon Knight.

I'm not convinced about the 'active' damage component - My core target is to score, using the lowered hand size to prevent the Runner getting their operation working properly. I feel like that might be a slightly different deck, where your primary objective is Flatline.

29 May 2015 Shiiuga

I have to say I'm not a big fan of flatline decks (I like to be outwitted than outcarded) but Cybernetics has turned me in to a monster.

I can see a Gyri being a great final layer ICE in a 3-stack server. If they're on 2 brain damage they literally can't pass the ICE (short of Parasiting it) because breaking it will kill them and letting it run will kill them too.

29 May 2015 DarkTsunder

Nice work with the write up.

The only thing I have to add, that has not been said already, is that you should probably replace Project Wotan. You should consider the other Fragments, as they actually do something for you, from building servers for cheap, to adding tools back into your deck. Wotan doesn't do anything for you really, as you are very light on bioroids.

29 May 2015 Shockeh

@DarkTsunder Yeah, I've umm'd and aah'd back & forth on the Fragments vs Wotan; I'm wondering if the final ETR might create scoring windows. I'll try that next! :)

30 May 2015 xarlstaunzund

@Shiiuga The idea with Chairman Hiro is to get him in a three deep server with Valley Grid. Then the runner can't get to him without dying. Then stick a Shell Corporation on there and start racking up money. At least that's how I do.

@Shockeh I'd seriously consider just going with 44 cards and adding two Shell Corporation and two Cerebral Overwriter. Advance out an Overwriter and use it to guard the Shell Corp. Unless of course you've already got the Hiro Vally server set up. You can also occasionally bluff out a 3 point agenda as an Overwriter to guard a Shell Corp, scoring it out later for the win.

All in all, absolutely loving Cybernetics Division. Might have to try a fast advance build, just to take everyone off guard.

30 May 2015 FarCryFromHuman

Drive By is going to be something to look out for. Do you think you can play around it effectively?