Come See Our Movies

Kyle_Swann 39

Come See Our Movies is primarily based around using Haarpsichord Studios ability to limit the agendas taken by the runner and combining it with a Fast Advance to set up low but quick scoring agendas.

This is not an ICE heavy deck, relying primarily on keeping the runner guessing and second guessing their runs each turn. In fact, I have completed and won games without installing or rezzing any ICE at all. However, the RSVP + Pop Up Window can stop a runner cold for little cost to rez. Or in a pinch, the RSVP and a Red Herring will keep the runner from stealing as well. Lastly, Enigma, Guard, Chimera are all End the Run ICE that feature some sort of additional deterrant, such as Lose a Click, or Cannot Be Bypassed. Even Chimera's ability to swap it's ICE type can stop a runner from accessing your servers.

In your Assets are useful things to either deter the runner or deal with threats. One of the newest runner tricks is Film Critic, which allows the Runner to take an Agenda without "stealing" it, thereby negating your ID power. Since the Film Critic is a Connection, Contract Killer solves that problem quickly. I like the story it presents, of a Film Critic trashing Haarpsichords latest release and then getting what's coming to them for the bad review ha-ha-ha! Franchise City is a recipe for win. The runner is limited in the number of agendas they can steal each turn, but Franchise City will allow you to score a point for the access so you can keep the point spread very close. Or, if you have multiple Franchise City's in play, you have multiple points scored for typically just a single agenda point given up. Plan B and Project Junebug pair nicely with Musin No Shin naturally, and either make for a deadly run or an automatic score for you. If the runner is wary, and they should be, then over powering either and using Back Channels can provide a very significant boost economy. Also, if your runner is depending on Katie Jones, Professional Contacts, Tri Maf Mafia or other connections, the Contract Killer is there to take them out.

You will see that the Agenda count is very high, and it is purposefully so. Barring Explode-a-palooza, each of these is at the most a 3 advancement needed agenda, typically for a single point (AstroScript being a necessary exception). With this deck you must be prepared mentally to lose agendas for your own long term gain. It's an odd position to put yourself in as the Corp, but the runner cannot take more than a single agenda each turn and if you have multiple agendas in play or Franchise City ready to rez and score, then the runner is working for you in these instances where they do take. AstroScript is your go to for fast advancing, so getting these going can make this deck move more quickly. Playing out Award Bait can also be helpful, as if it is accessed you can add 2 advancement tokens to another agenda or advanceable asset in play, making your Plan B/Project Junebugs even more deadly or profitable, or even getting your Contract Killer prepped for a quick double shot at the runner if they let their card count drop (Contract Killer + Contract Killer = 4 Meat Damage). Also, a stolen Award Bait triggering a double advancement on an AstroScript is a wonderful Turn 1 run, since it allows you to score that AstroScript next turn and starting that Train! Every agenda either enables something to happen once it is advanced and score (Profiteerings money, Future is Now R&D dig, Chronos Project stopping recursion on the runner, etc etc.) so every agenda scored is another bonus for you.

Red Herrings, especially early on, can help slow the runner down and throw off their pace. Even if you only have an RSVP in front of it, Red Herring will stop an agenda theft (but not the access, I'm looking at you Franchise City!) and Product Placement will score you money even on a trashed Plan B or stolen agenda!

This deck has a lot of mental game to it. You must be prepared to lose agendas, it will happen. But you must treat your agendas loss like you are clipping your toenails, annoying but not deadly. Each one agenda stolen is potentially worth between 1 and 5 points in your pocket if you play your cards right and the runner will know this. Every time they run, they are potentially working for you.

A good scenario is runner takes Award Bait, triggering 3 Franchise City's and allowing you to double advance Explode-a-palooza to score on your own turn. A perfect scenario is the same, but Award Bait and Explode-a-palooza sit on Red Herrings that prevents the steal and then triggers off everything else. 5 points for you just because the runner made a run is a very nice exchange rate! You cannot be afraid to lay out multiple, unprotected servers, especially when Predictive Algorithm is in play. On it's own, this costs the runner 2 credits to steal an agenda, which bounces a Red Herring to 7 (potentially 8 if they trash it) cost to avoid.

0 comments