A modification of an older gagarin archetype for the current meta. Is hellishly taxing on the runner, but if ignored gains crazy econ/tempo.
I've so far managed to actually pull wins (although close) vs the wizzard/faust deck(and other anarchs), as keeping this deck down is actually expensive enough to even dent wizzard. Dropping expensive assets every turn until you can sneak out an agena or a public support, and then rezzing corp town to snipe wyldside and potentially turn off faust is extremely effective.
Still far from optimal, and with the econ this can generate it's very possible that some sea/scorch version is viable
Overall I wouldn't call it a rush/mid/lategame deck, so much as a "pressure" deck, in that the runner always feels like there's something they need to deal with, and if they don't deal with it you'll be using it to gain some sort of advantage (and dealing with it creates huge credit swings).
Early game you want to sneak out as many agenda's as possible. Either behind ice or even straight bluff. Getting econ up usually is worth at least one ice protecting it.
Mid Game/no agenda's is where paywall shines. You'll likely already be throwing down PAD's/Launch because it's your econ, but with paywall out it's absolutely worth it to throw down public support as often as possible, even if trashed. It forces the runner to waste clicks and resources getting rid of it while you gain money. If they ignore it you get archer/corp town fodder or a quicker win. If you've already managed to sneak out a 3/1 or 3/2 they'll likely be checking your facdowns as well. Installing 3 and watching the runner check your sponsorships/pads/launch's for agenda's will net you money even if they trash everything, and the trashing is going to leave them hard on cash. Faust is good, but it's great when subsidized by other breakers, and this deck makes that hard (and also makes playing their other tools a little more difficult).
If you can get a corp town here in your scoring server do it, especially if you just baited a run. SNIPE WYLDESIDE FIRST. Chronotype now does nothing and they'll actually have to draw through their deck for answers and god forbid spend clicks reloading Faust. Chronotype should be the last thing you kill as destroying their econ next is important so you can stifle their ability to use normal breakers and tricks. Trashing corp town hurts like hell and tends to open up a huge window.
Late game is mostly about Ash, Archer, Tollbooth, and Wormhole.
Ash does wonders as I've managed to have an Econ advantage vs several Wizzards with just a PAD+Expo behind a single ice remaining rezzed. It forces runners to nuke their econ or run something twice (a major weakness for faust).
Archer/Tollbooth/Wormhole are all about anarch's weakness in dealing with code gates, which they tend to use D4 or Faust to get around. Archer eats D4 tokens like it's nothing, tollbooth still taxes them, and wormhole is actually very obnoxious if behind an archer. They can burn through clone chips very quickly.
Obviously cyberdex is huge in this matchup (mainly to stop them from being able to parasite your larger ice) so i'm trying to fit a second. Even if not you've got the ability to recur ice pretty easily with 2 interns and 2 sponsorship, both of which are great targets for jackson reshuffles.
17 Feb 2016 Saan
18 Feb 2016 sruman