Green Power Blue Money Orange Tricks

BelgianGuy 27

This Shaper Deck can be build with 1 Core Set and it is designed only for casual play and discovery of ANR (Core set bloody battles only). Please remember this :)

Why Mac Again ?

A lot of new players seems comfortable with Ka... Mac (You call her Kate too, isn't ?). She sacrifices refinement for efficiency : A strong economy, three types of IceBreaker, "Tinkering" who changes problem in solution, a strong heavy console, ... and the three neutral cards "Infiltration" help a lot to avoid traps and choose runs (and for self-confidence). Not bad at all. But I made a few changes. They helped me a lot during my long hours of core set battles (against Weyland mainly). They provide little more versatility without altering the spirit of the base deck : "HELLO GUYS, I'M HERE FOR YOU". *BANG-BANG-BANG-BANG.

How It Goes

I used 15 points of influence precisely to splash 7 different cards from Anarchs & Criminals for a total of 45 cards. Yes, 7 different cards. Like I said I injected versatility not "the perfect card in triplicate". This is a personal choice. Let's take a look :

  • Bank Job (Criminal) : Bank Job will put pressure on the new corp player (same level as you I suppose). A lot of PAD Campaign in remote servers isn't ? "Please waste your money for ICE's or I'll make easy money myself". An ICE in front of a remote server is not in front of a central server obviously --> GO R&D / GO HQ ! For a core set play between beginners this is a win-win situation for me. Bonus 1 : You sniff a trap ? You take the money without accessing cards ! Bonus 2 : No remote server for now ? Place Bank Job on your station and look the pale face of your opponent. Mind Game. Bonus 3 : Take 7 credits. Not 8. Later, trash the card with Aesop and gain 3 credits. yeeepa.

  • Account Siphon (Criminal) : Acc. Siph. will put pressure on the corp player. Again. His precious money. Again ! Here is the thing: The run is successful and you reinforce YOUR economy while ruining his credit pool. Or the run is unsuccessful because the corp player has paid ICE's. He trashed credits and you win precious informations on HQ defenses. Furthermore ICE's paid in front of HQ means less money for remote servers' ICE's. GO RUN THERE. GO BANK JOB. Note : A day your opponent will realize he can spend money (Assets, ...) during your run. The spirit stay the same. Less money for him (Other solution : #meninblack #neuralizer).

For me the combination of both is more effective than two cards of the same type.

  • Forged Activation Order (Criminal) : Let's continue with anoter "economy / information" game. The corp player must rez an unrezzed ICE or trash it. And of course he must pay the price if he choose to rez it. You get the point hé ? :) Play it when his credit pool is empty and bye-bye ICE. Play it when he has money and force him to discard credits (and gain precious information ^^) or trash. Do this early in your turn and you can run on your new prey. He rezzed a super heavy ICE ? Go run elsewhere, he has less credits to pay the others ICE's.

  • Cyberfeeder (Anarchs) : Well... Mac trash only one credit to pay this Hardware who give one credit for one Icebreaker EACH TURN. A free credit for a run each turn. Make 10 runs and you'll save 10 credits. More than a Bank Job reward! Look at your opponent and use the credit loudly: first he will not see it as a threat... After a few runs he's going to hate this little tiny credit. You take his money from everywhere and you do success runs with a little credit, oh my god ! (Of course you are using more credits to successfully run. I know that. But don't neglect the minds battle. You can win with it ! More than once). Personally: When a round is quieter I put this on the station. Never useless. Never. Both of them are better but life is full of choices. Psy-bonus: OH ! And you'll pay finally only one credit with your Battering Ram to pass this one routine ICE. I call it self-satisfaction. The benefit of self-satisfaction goes beyond the game. Cardiologist words.

  • Déjà Vu (Anarchs) : 2 credits and you take back something from the heap. Epileptic crisis. Your best joker. Basically : do what you want with it. Program trashed ? Take it back. No more money ? Revive Armitage. A lot of credits in the corp pool again ? Account Siphon, the come-back. An defenseless remote server ? Bank Job, revenge of the son. You sniff a trap ? Re-infiltration. I think you get the idea...

  • Stimhack (Anarchs) : You are a little short money for your ultimate run ? Who cares ! use this 9 free credits to run and win the game ! A brain damage ? Who cares ? You won the game !

  • Ice Carver (Anarchs) : lol. "Please, don't hate me".

Some Modifications

Well... two or three thoughts... :

  • Why three gordian blades ? Two is good.
  • Why three Crypsis ? Two is good. Go for one if you want change something in the deck: You've back-up with 6 Icebreakers.
  • Why Three Armitage ? With two Magnum Opus you 're good. The two armitage are here to prevent a double-Magnum-Opus-bottom-deck situation. Not self-confident ? -1 Crypsis +1 Armitage. But when your first Magnum we'll be activated you will have 3 dead cards. 4 if the corp player don't erase your first Magnum Opus... With the economy sub-game of this deck I prefer to have a Crypsis in order to relieve a Icebreaker missing situation. Note: The three Tinkering are a good argument against the previous sentence.
  • You can replace the Icebreakers if you want. But you will pay with your influence and... and this page becomes useless lol.
  • Yes. I don't keep the two rabbit holes. The Toolbox give the same bonus. Against NBN or a Tag Deck you MAY want to change this. Your choice. With 3 points (Mac has 1 point + Console 2 points) a good economy and sucking the corp money I prefer an outbidding mind game during the trace protocol.
  • 1 Net Shield. Mmmh. Not sure about that. Zero ? Two ? I am psychologically comfortable with one.
  • 2 Akametsu Mep Chip. Yep. Very useful when the Toolbox play hide-&-seek. Console on ? Aesop !
  • 3 Diesel are essential. No tutor here so sometimes you must dig.
  • The Maker's Eye is dangerous with traps (Jinteki). But R&D stay the best server to steal Agenda.
  • Toolbox costs you a kidney. Dont use Modded to install a Gordian Blade ;)
  • Others cards speak for themselves.
  • Mac special ability is powerful and you have a good economy (depending of runs...). Try to make profits by installing one program or hardware / round (depending of emergencies).

Last Thought

This deck is designed to learn ANR and slowly start to play with several parts of the game: Build a powerful "not-so-subtle" station, manage the opponent's economy not just yours, gain informations, put the pressure on different type of servers, do other things than just hunt Agenda, ... So it must be used again an another core set deck, obviously. I hope someone will have fun with it. Don't hesitate to comment. Thank you to consider that this is my first deckbuilding and that English is not my language. :)

2 comments
16 Sep 2016 CactusJack

@BelgianGuyNice use of the Core Set! Hop your testing and learning goes well!

16 Sep 2016 BelgianGuy

@CactusJack Thanks CJ ;) I'm new on the Wire (2 weeks) but things goes well. So far so good ! This is my first deck and it bring me victory & pleasure ^^