NBN Learning Deck

Gripeaway 13

Our NBN pool of cards is pretty shallow. We're missing a lot of important cards to make a straight-up tagging deck work and we definitely don't have the tools to play fast advance with only 1 Astro, so it will have to be a kill deck. The goal is to get SEA Source and 2 Scorched Earths and play them for the win. Otherwise, if the Runner allows himself to stay tagged or get tagged by something else of ours, we can just kill with 2 Scorched.

Agendas:

3 Project Beale - The only 3/2 agenda we can play 3 of in NBN so here we go. Primarily played as just a 3/2, but can work with Psychographics if the Runner floats enough tags to just let us win the game by scoring a single Beale for 5-7 points. Also, let's remember that even though this is a kill deck, we do need to pressure the Runner with the threat of scoring agendas or he'll never run and won't turn on SEA Source or get tagged.

3 Private Security Force - Probably the best 4/2 agenda for this deck and we don't have much else. If they stay tagged and you have nothing else to do you can use this to hope to snipe valuable cards out of their hand. Having one of these scored can also function as our second Scorched Earth if the Runner is already tagged (in which case we can just go: activate this for 1 damage, activate this for 1 damage, Scorched for 4 damage and win) or if the Runner has foolishly kept 4 cards but isn't tagged (as we can go SEA Source, activate this for 1 damage, Scorched for 4 damage). These still definitely aren't very good but we lack NBN agendas as we can only use 1 Astroscript.

2 Restructured Datapool - None of the other 5/3's really do anything for us and this lets us reduce our agenda density a bit. The ability is definitely not bad with our identity so if you can score it somehow you can put on some real pressure.

1 Astroscript Pilot Program - The best agenda in the game, no reason to not play one of these if we can. Mostly just to score this as we do a regular 3/2, playing it face-down behind ICE without advancing and then scoring it the next turn. After that we can chain it into scoring a Beale from hand, putting us at 4 points. From there, the Runner should be pressured into running and play into our kill plan or else we might be able to get them to take 5+ tags and score our remaining 3 points with a Psychographics + Datapool or Beale.

Assets:

3 PAD Campaign - same as before, good neutral economy.

3 Marked Accounts - PAD Campaigns 4-6, higher trash cost but require 1 click investment. Still, 1 click for 3 credits over 3 turns is worth it.

1 Melange Mining Corp - I don't really like this in NBN but we don't really have influence to spare for economy so neutral economy it has to be. This can still force the Runner to run and thus set up SEA Source.

1 Ghost Branch - This is a pretty weak ambush compared to our other decks and I generally like Bernice Mai more but you said you're going to be playing with your friend and when you play with the same person it's good to have at least 1 ambush in your deck that way the person you play with can never be 100% sure it's an agenda when you advance something.

Operations:

3 Scorched Earth - Our kill cards. Just need a tag, which is what NBN does best.

2 SEA Source - Speaking of tags, here's our easiest way to get a tag on the Runner. Normally our kill combo is one of these with 2 Scorched Earths, following a run from the Runner, should end the game. Obviously you need to pay attention to the Runner's economy so that he can't beat the trace or force you to boost the trace so high that you can't afford the Scorched Earths after.

2 Midseason Replacements - The other operation method of tagging the Runner. This is nice because it should leave a lot more tags, setting up other parts of our deck, but it's also harder to land since they do have to steal an agenda.

2 Psychographics - Our only means of punishing the Runner for having more than 1 tag. You can use this to score any agenda, including a game-ending 7 point Project Beale if the Runner takes too many tags.

2 Closed Accounts - Good pressure on the Runner in general, also very useful with our kill plan as we can't let the Runner have too many credits when we want to play SEA Source.

3 Hedge Fund - Pretty much always.

3 Anonymous Tip - Not usually really worth playing as card draw isn't always the best for the Corp, that being said we needed in-fact economy and this helps us find our killing combo faster.

ICE:

3 Ice Wall - As before, just an efficient gear check to protect things early. In this case usually centrals as we don't have assets we protect but also potentially to combine with one other ICE and score early.

3 Enigma - Still as good as ever. Our other gear check which also punishes.

3 Data Raven - Amazing for us as they absolutely can't keep the tag so it's very taxing for them to get through, plus if we ever land the trace all we need to do is find 2 Scorched Earth to win.

3 Tollbooth - Less good here as we're not a glacier deck that wants to set up big servers, it's still great taxing ICE that is especially helpful for us on central severs in order to discourage repeat visits. And remember that keeping the Runner poor is important for us, or at least poorer than us, and this can help for that while keeping them out.

3 Pop-up Window - We don't have access to a ton of great ICE but these are really nice. A 2-credit swing each time almost guaranteed (unless Yog.0) and it rezzes for 0. As I said, we need to keep significantly more credits than the Runner in order to be able to kill them and this helps with that while also discouraging runs.

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