HB ETF Learning Deck 1

Gripeaway 13

This is the more obvious and stable of the 2 Corp decks (and the better one).

Agendas:

3 Accelerated Beta Test and 3 Project Vitruvius - All the 3 cost, 2 point agendas we can play. The abilities don't often matter, it's just important to be able to install a face-down card and not have to advance it then score it the next turn without having advanced it previously.

1 Corporate War - We want to stay pretty rich so we should usually be able to trigger this favorably and we don't really have access to any other good 2 point agendas.

2 Priority Requisition - We do need to include a couple 3 point agendas just to keep our agenda density down a bit. These are the best we have access to. The Janus 1.0 is just in the deck for these, otherwise Tollbooth is the best as it doesn't really matter if it's not a surprise, Wall of Thorns is okay but is better left as a surprise unless we have neither of the aforementioned options.

Assets:

3 Adonis - The best HB economy card, works well when protected by ICE but doesn't necessarily have to be.

3 Pad Campaign - More asset-based drip economy. Don't protect these.

2 Melange Mining Corp - Decent economy and most importantly can be used to force the Runner into running our heavily fortified server just to trash something, usually setting up a scoring window where the runner is poor and we should have a significant amount of money.

1 Aggressive Secretary - One trap so the runner never really knows, helps to make it a bit more realistic to score a 5-cost agenda. We can even just advance this once to bluff Corporate War because in many cases, even just trashing 1 important program can be very crippling for the Runner and set up a scoring window, and they'll be less likely to think it's a trap when only advanced once.

Upgrades:

3 Ash - We're a glacier deck that wants to set up powerful servers and score agendas in them, Ash is essential for that, allowing us to convert our economic advantage into the ability to force through an agenda despite the Runner's ability to get into one of our servers once.

Operations:

3 Hedge Fund - Pretty much always.

3 Green Level Clearance - Pretty decent economy, something we want a lot of.

2 Biotic Labor - For the end of the game when we just need to score one more agenda but don't think we can protect one in a server because the Runner is too well setup. Works with any of our 6 3/2 agendas.

2 Archived Memories - Get back whatever essential card you need at the moment, just a great flexible card.

ICE:

3 Ice Wall - Cheap gear-check ICE that protects assets early on without costing us much. Don't advance it, you can ignore that text.

3 Eli 1.0 - One of the most efficient pieces of ICE in the game. Great on central servers but really works well anywhere.

1 Wall of Thorns - It's good to have one stronger end the run that's not a Code Gate to mix it up a bit. Can do some surprise net damage, especially as the Runner will usually only expect that they can get punished by sentries and they may run with only sentry protection.

3 Enigma - Extremely efficient ICE, great early on where it can both function as a gear-check end the run and be a bit punishing. Especially as the Runner can't usually afford to run last click against HB, meaning both subroutines will usually matter.

3 Tollboth - The best taxing ICE we have access to. The Runner won't be able to afford to go past this many times which is exactly how we'll be able to score.

3 Ichi 1.0 - A very efficient HB sentry. More taxing than punishing, but it's very taxing.

1 Caduceus - Great efficient ICE, can give us some economy and end the run. A nice cheaper sentry.

1 Janus 1.0 - A huge piece of ICE that's just there to be rezzed by Priority Requisition.

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