Andy Learning Deck 1

Gripeaway 13

With one Runner deck being Noise, the second one made sense as Criminal because it's a bit more consistent with the cards you have than Shaper. Shaper would be much better once you have Creation and Control, but for now this will be fine. Andromeda is just the most flexible/powerful ID you have for Criminal although you could also use Gabe if you wanted.

This is a more typical money and breakers deck. We're just playing more or less the most efficient breakers we have access to across the 3 factions: Corroder, Ninja, and then ZU.13. ZU.13 isn't as efficient as Gordian Blade generally but costs 1 less influence and will normally not cost us memory, which makes it worth it. We then play 3 Special Orders to allow us to consistently find the breaker that we need. 2 Faeries to be able to run early safely just by installing one of these without a big investment. Ninja is also pretty inefficient for low strength sentries so sometimes we can just use these to save money later. 1 Femme Fatale in case we need it and we'll always have access to it with Special Order. Finally, 2 Sneakdoors to make our HQ pressure less one-dimensional and since we're using HQ Interface and not Legwork, it works with our multi-access. Since we have access to Special Order we could get away with only playing 1 of each type of breaker but we don't have any recursion in case one gets trashed and I like having 2 more than adding Deja Vu without viruses.

3 Account Siphons because we're Criminal. It might be a bit abusive toward the Corp to deal with this, and if so you can consider taking them out if you find the games too one-sided (just replace them with 1 Inside Job and 2 Armitage Codebustings). The plus side is it will teach, very early, that you need to defend HQ at all points in the game against Criminal. 1 Inside Job just because you never know and 1 Emergency Shutdown to mix it up and show a different form of economy denial from the Runner.

2 Desperados because it's the best console you have access to by a long shot and it's in-faction. 3 Dyson Mem Chip because we want to get to 2 link for Underworld Contacts (and to a lesser extent ZU.13) and the extra memory can be helpful for installing additional Faeries/Sneakdoors. If you find that you don't ever end up needing the extra memory, just replace 2 of the Mem Chips with 2 more Access to Globalsecs. HQ Interace is our multi-access and 1 e3 Feedback Implants to introduce the idea of a silver bullet (this will be amazing against Bioroid ICE) without adding too many to deal crush the HB deck.

1 Access to Globalsec to get to 2 link alongside Dyson Mem Chip. If you're already at 2 link you don't really need to install this. And then just the best economy cards we have available. 3 Kati Jones is generally 1 too many but she's just way too efficient in this card pool compared to most of what else we can use that it's really important to draw her as soon as we can.

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