Weyland Learning Deck

Gripeaway 13

Another kill deck. This time we import what we need for tags from NBN and use the in-faction Weyland kill cards.

Agendas:

3 Hostile Takeover - It's a nice bit of economy in an agenda we score from hand, we don't really care about bad publicity since we mostly play gear check ICE (it is bad with Caduceus and Hunter though). Can easily be stolen to activate Midseason without us worrying and it's primarily also there to give us something to throw away to Archer.

3 Project Atlas - Again, a 3/2 with an ability we mostly ignore. This time though, the ability is actually really nice, so trying to score this as a 4/2 or 5/2 which can then get you the last piece(s) to the kill combo that you need can be reasonable.

1 Private Security Force - Same as in the NBN deck, not a great agenda but can occasionally be helpful. Less likely here as we're less likely to float tags on the Runner but we don't have a lot else that's great.

3 Government Contracts - Well, it's an alright 5/3 I guess. We want some 5/3's to decrease our agenda density a bit, especially after putting in 3 2/1's. The ability on this is nice is we manage to score one as 2 clicks for 4 credits is quite reasonable.

Assets:

The same economy assets as basically every other time. Same thing with Melange this time, we're not a glacier deck so we don't care so much about setting up all the money and a huge server but rather getting the Runner to run.

Operations:

3 Scorched Earth and 2 SEA Source - The kill combo again.

1 Midseason Replacements - The 4 influence is steep so we just play 1 this time, which is still great with our 2/1 agendas.

3 Hedge Fund - This time it nets us 5 instead of 4 with our mediocre ID ability.

3 Beanstalk Royalties - Not a very good operation normally, but in this Weyland ID it actually nets 4 credits, which is the same as a normal Hedge Fund, while costing 0, so that's great.

3 Green Level Clearance - Economy that also draws another card to help us get a credit lead and dig for the kill - exactly what we want. It's also a transaction so we get 4 credits, netting 3 and replacing the card.

3 Anonymous Tip - As with the NBN deck, we need some card draw to get to our kill combo faster. This is pretty cheap in terms of influence so it's fine to import here.

ICE:

3 Ice Wall - As good as ever for a cheap gear-check, this time it doesn't cost influence. As every other time, don't advance it.

2 Wall of Static - It's a shame to have to play these but we can't afford to spend influence on ICE so we've gotta make do with what we can get from Weyland and Neutral ICE, which is not great.

1 Hadriaan's Wall - We don't have access to any other good expensive ICE to put some of our money into worst-case scenario, so we play 1 of these. You could potentially advance this if you wanted to but I wouldn't do it often.

3 Enigma - Yeah, still good.

3 Caduceus - Great Weyland ICE unless you run into a lot of link. It's almost always efficient to rez it and it also ends the run.

2 Hunter - Well, these are pretty bad but again we lack influence (I think keeping the card draw in is definitely worth it) so we work with what we've got. If the Runner has link this is truly horrible, if they don't it's okay. The Runner can't afford to float tags against you it's likely they'll have to clear it, meaning this isn't terribly inefficient for 1 credit.

2 Archer - An amazing piece of ICE with an appropriately huge drawback. We play 2 of these to cash in on our 3 Hostile Takeovers. Because our primary goal is to kill the Runner, you could theoretically also lose a 2 point agenda if it would deal a crippling enough blow to the Runner with trashing that it would be worth it.

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