This is another version of my Slow Advance deck, after the first was thoroughly dismembered.
Lessons learned from 1.0: 1. If you sit around the runner is gaining the ability to break your ice faster than you can install it. Wait too long, you can't gain tempo with a trap, since he can run into a junebug and be right back at matters next turn. 2. Clicking for credits is bad. Need more economy.
I tried to have all ice that ends the run, and to mix weak and strong from all varieties. Nothing much to write home about.
Here is Mark 2: richer and fiercer. First "Secret" weapon: Hostile Takeover.
Hostile takeover works as an economy card, allowing for IAA score turns that also refresh the wallet. It makes the archers live, threatening the runners rig whenever they approach unrezzed ice. It puts 3 points into the wind, meaning that if I pull off a slow advance for a Gov takeover or a Vanity project the points are there to finish the game without getting through another. Further, it means that if the game goes to time it'll be more likely to be 1 or 2 to 0, rather than the irksome 0-0 tie this deck was prone to.
In order to win, my opponent or I need to hit a Vanity or a Gov. Adding up the other agendas all together does't get it done. With just 3 win cards in 49 cards it is hard to win from R&D. This gives me time to get my ice suit out, despite not being particularly fast about it.
Second "secret" weapon: Underway grid. Nothing is worse than a Drive By on a big fat junebug, or an Inside Job that skips Orion. With 3 Underways I can be pretty confident of getting 1 for Fort Weyland (the remote) in most games. The others can either protect HQ or replace the Fort's upgrade when it gets trashed.
Third "secret" weapon: Cerebral Overwriter. Now I've got 6 traps and just 3 slow advance agendas, turning the trap flatline on. Very daunting for the runner, as IAA followed by AAA is either a brutal trap or one of my big agendas. If they check at the IAA stage, though, there are enough traps to make them suffer for it. Bonus point: I get to hit for brain, net and meat damage, depending on what's going on.
If a trap fails to fire at IAA, again at AAA, and then again after one more A (that is, the runner is dead sure this is a junebug/overwriter), then I've got backdoor channels to make some hay from a bad situation (of course, its funnier if the card was actually the gov takeover, but that's only happened 3 times to me).
Weaknesses: The scorched earth is kind of incoherent with the deck. I included it because Weyland, and because I do have snares, but without Sea Source or tagging ice its hard to see how it fires.
Between 3 hostile takeovers and a checkpoint I have a lot of bad publicity in the pipe, and no way to clean it. Obviously, that might pose a problem.
Melange mining corp remains disappointing. I don't WANT to spend a turn making 7 money. The runner is making more money in that time. Only included because it gives me something to do with Fort Weyland when the time isn't right for agendas or traps.
6 Oct 2015 FarCryFromHuman
6 Oct 2015 Waltzard