Tenmorrhage v2.6 MWL

ivanbarker 666

My updated version of my Ken "Express" Tenma: Disappeared Clone Hemorrhage deck. After posting version 2.4 and getting a bunch of feedback I changed a couple of things around. General consensus and a bunch of testing has revealed that this deck is a hard sell versus glacier and it does best versus a horizontal deck. The deck needed some versatility just in case you get locked out and can't make your runs. I have tried to fix that a bit. As before, I would love additional suggestions!

Changes over last version:

The basic idea is to get rewarded for making runs, which is what you should be doing as a runner anyways. Everything in this deck gives you a bonus for running. With 12 run events and 3x Same Old Thing, Ken's ID is super useful. But his ID is even more useful for the 17 influence.

The influence here mainly goes towards Hemorrhage. The main idea here is to get Hemorrhage out nice and early and start making your runs. You will get virus tokens as a byproduct of those runs. Have both Hemorrhage out, and double your tokens. And then start making the Corp toss cards out. Now the Corp gets to choose which cards they toss, but it's never good for them. You could make them toss 2 cards per turn and break any combos they were building towards. But the advantage here is that they will keep their good cards, such as agendas, in their HQ, or in a server. There are also some good timing combos when to force a discard as well. After you've milled a bunch of cards, Legwork into HQ and steal all the agendas, or hit Archives with a surprise Hades Shard. Or Inside Job into a server. Furthermore, just leaving virus tokens on Hemorrhage is an awesome way to threaten the corp and make them play sub-optimally.

This is a deck about card control. Utopia Shard is there instead of Plascrete Carapace to surprise the Corp and cause them to lose their killer combos.

Some specific card choices:

  • I decided to try this version with 2 High-Stakes Job. It seems like a natural fit for Ken and Public Terminal and Eater.

  • In this iteration I have Fisk Investment Seminar. In v2.4 someone complained about card draw. When you are locked out, I agree card draw was slow. Fisk Investment Seminar can be used to help that. But it can offer a lot more in this deck. In a way it can work as Hemorrhage would. When the Corps hand is flooded with cards, they will decide what to trash. The timing is key for this card. Only use it when the Corp has a full hand, and if you do, then it's guaranteed that they will discard at least one card. Some key timings are: Use it, and then follow it up with Account Siphon so they have no credits to play any of these new cards. Use it in the middle of the Corp advancing a 5/3 agenda to break their tempo. Use it, and then the following turn use Hemorrhage twice, followed by a Legwork.

  • In the end I chose Doppelgänger over Desperado to free up the influence in this post MWL era. I have found that I've missed the credits, however, if there's an open server, the ability to get 2 Hemorrhage tokens in one click is fantastic. If there's 2 open servers and you have both Security Testing out, then it's even sweeter.

  • Public Terminal is being used instead of Prepaid VoicePAD due to the lower install cost to get it set up quicker. Most of the events are run events (10 run events costing money), and PPVP is only more useful for Special Order or Sure Gamble (6 events). But realistically PPVP would only be used maybe 4 times extra over Public Terminal. I include 3 copies to get this out early. It is also great Power Shutdown fodder.

  • John Masanori is a fantastic card for this deck. Providing extra draw for what you are doing already. However, if you get locked out, this could be a dead card, thus why I include only 2 now.

  • I ultimately went with Kati Jones. I cannot argue against the pure economical gains of this card. It has saved me a bunch when I've been locked out of servers. This is my answer to being more flexible with glacier decks, and to restart my economy. A bit click intensive, but that's ok.

  • Eater is the MVP here. It gets you in basically everywhere. And with cards that say instead of accessing, it is super handy. Account Siphon, High-Stakes Job, Dirty Laundry, Hemorrhage, John Masanori, installing the shards... etc. it all works great.

  • I am now fairly happy with my breaker suite. The deck really did need Corroder. I substituted Mongoose for 2 Faerie for the early game pressure, but since it's a 1-off I increased the Special Order to 3 so you can tutor it better. I have now dropped Retrieval Run, so there is no program recursion, but I now include Breach so you have 2 of every breaker type. You could swap out Cerberus "Rex" H2 for a Passport and Peacock if they make you nervous.

  • I am now including a 1-off copy of Djinn. This deck centers around Hemorrhage, but with only 2 in the deck we really needed a way to tutor it. Djinn is my tutor. Now it's only 1 copy, but that's ok, since if you have the Hemorrhage down before you draw the Djinn then it's a dead card anyways. But it also helps with the MU! Be careful though, there's no more program recursion!

  • A quick note on Hades Shard. Sometimes you might want to play it to the table. This provides another real threat. When the Corp discards cards due to Hemorrhage, they always realize that you could pop this at anytime, and so they might leave a couple more agendas in hand. However, a more devious play is playing it straight from hand (paying for it) and popping it right away. If you play it from hand, and trash it, there is no window for the Corp to Jackson their archives... so it's totally unexpected and the Corp can't prevent it. People use the Archives as temporary storage, this exploits it.

What you want to see in an opening hand:

What I would like to fit into the deck or change:

  • I would like to fit in Symmetrical Visage to help with drawing to get John Masanori or when I get locked out and have to draw manually

  • Three Steps Ahead has been fantastic when testing this deck with Doppelgänger. With Doppelgänger out, you could potentially get 8 credits in a turn, before any Security Testing, or Dirty Laundry. With all of the tricks this deck has to offer it has the potential to rake in a ton of credits (and you get accesses too). In a way it's like a criminal Magnum Opus. But, it really doesn't help later in the game if you get locked out, and that is why I didn't include it.

  • I had to take out Enhanced Vision, but I love this card, and would really really like to fit it back in.

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