Tricky Rush v1.1

Triffids 62

Pretty traditional fast advance skeleton; operation econ, medium-high ice density, cheap to rez end the run subroutines, and compressed advancement actions. Trick of Light and advanceable ice/assets to score 3/2 agendas from hand on the cheap. In the meantime you can enjoy higher/variable strength ice walls and shadows. There are a lot of moving parts here so don't wait for Trick of Light to be in HQ to advance ice. Get the advancement counters on the ice/asset and then focus on finding your Trick/Agenda.

  • Ghost Branch: Serves as a Trick of Light battery with integrated insurance policy. Costs 0 to trigger on access so you can set-and-forget. Put it behind Matrix Analyzer (advance Ghost Branch mid-run) or Data Raven for more tags. Install+Advance+Advance in the open as a diversion. If they run it then they either spend the rest of their turn dropping tags or leave you free to Psychographics another 3/2. If they leave it you can Trick of Light later. Install+Advance+Advance on a rezzed SanSan City Grid while you search for your next agenda. The Runner MUST access it if they want to trash SanSan.

  • SanSan City Grid: Fast advance option and economic weapon rolled into one. Install and leave unrezzed behind 1-2 pieces of ice. If the runner leaves it then use it to fast advance score when you have the money and agenda. If they run and trash then you just took 5+ credits and a click on a run that can't get them points.

  • Psychographics: Hold onto these for when the runner gets reckless and face-plants into your Ghost Branch or decides to risk to floating tags. Nab a 4/3 Market Research through SanSan City Grid, Psycho+Trick, or Psycho+Advance+Astroscript Counter.

  • Trick of Light: Cheap to use. Effectively compresses two advancements into one action. Install 3/2 agenda, Advance once, Trick of Light, score. Rinse and repeat as needed.

  • Shipment from SanSan: Softens the blow of all that advancing. Use on ice, ghost branch, agenda. Usually it's best to play them as soon as you get them being that they can't be used in the same turn as Trick.

  • Data Raven: Ever notice how it is always annoying when you're running and the corp rezzes Data Raven? Full rig or not. In the short term the runner jacks out or takes a tag that they have to pay to drop or let you use. In the long term they have to come up with a bypass option if they intend to run that server regularly. I usually wait to install these until I know what servers the runner will be giving preference to. Works well on R&D and in front of SanSan or Ghost Branch.

  • Matrix Analyzer: NBN's trace credits boost its subroutine to Trace 4. Its on-encounter ability lets you compress advancements into the Runner's turn. Advance ice to bolster defense and prep for Trick of Light. Advance Ghost Branch for Trick or diversion.

  • Ice Wall / Shadow: Trick of Light batteries. Advance manually, with Shipment from SanSan, or Matrix Analyzer. Against parasite recursion / ice destruction install 1 of these as an empty remote and never rez to keep your advancements safe.

1 comments
1 Mar 2014 stonec

Looks like a really solid deck. Love taking advantage of the NBN optional 2/3 point agendas.