SanSan City Grid Moons (2nd & 6th @ Philly 2017 Regionals)

nmh 37

This is the deck that @vslice and myself piloted at Philly 2017 regionals, taking 7th and 2nd overall, respectively (@vslice played a slight variation: -1 temple, -1 macrophage, +1 m.campaign, +1 architect).

We saw @joseki post a similar list as a GNK result and decided it looked sweet, and in our (admittedly minimal) testing it seemed to do acceptably well, and was pretty fun to play to boot. We added a Jackson (the original list had zero) and fiddled with the ice a little bit and off we went.

The deck should be pretty self explanatory: fast advance some 3/2s and hopefully a 5/3 with your giant pile of fast advance tools while praying that you never see the stupid 4/2. You're poor compared to e.g. a turtlebacks moon list, but the only time I was meaningfully constrained by money during the tournament was when I needed to fast advance the 4/2 the turn after fast advancing a 5/3. Your board state and credit pools never look quite as impressive as the tech startup decks do, but you can do some pretty cool stuff when a good third of your deck are single-mindedly dedicated to scoring points out of hand.

Going forward, these are the changes I would consider:

  • SFT is garbage and I have no idea why we thought it was a good idea to play. Corporate Sales Team is just better for no influence, and a 3rd GFI would also be nice since the plan is to win on 3 agendas if we can spare a pip somewhere.

  • Only running a single Jackson is pretty questionable as well. The SSCGs constrain the deck a lot on influence, but they were nice to draw early and in multiples, so I'd prefer to trim down to 0 or 1 Temples first in order to make room.

  • The ice suite needs some tweaking. The deck definitely wants 3x FC3s, probably at the expense of the macrophage. Macrophage did work against clot shaper R1 (and would've presumably been great vs medium had I seen any), but it's pretty narrow and we're lacking in slots, and a more versatile ice would've certainly made other games easier. I'd also like something that just says end the run, probably in place of an Eli.

3 comments
21 Jun 2017 JuneCuervo

Glad y'all had success with my moons deck! I agree the overall build is really sub-optimal, (lots of possible routes for experimentation, and lots of different ways to build it) the list I posted was a test run for the concept, since it was at a local GNK. Looks like it has legs though!

SFT is absolutely terrible. I ended up cutting a GFI and the SFT so I could play 3 Sales team. not sure if I like it, but the extra $$ is really nice, and its roughly as easy to score a 4/2 as it is a 3/2 in most board states.

Turtle Backs instead of temples might be worth considering.

Fast Trash has pretty sick synergy with Work Crew, just as a thing to think about.

28 Jun 2017 scd

I've been playing around with a single Best Defense in a similar deck and it can do some fun work, too. Assuming CVS on the table and enough money: Best Defense on c1, killing a Sac Con; pop BWC and install 3/2, triple advance, etc. to get through Clot/SacCon. Not sure what to do with multiple SacCons other than just lose yet.

I've also goofed around with Shipment From Tennin in this instead of SSCG and surprise it's not good. But still funny for the occasional 3/2 score out of hand after an early Runner setup turn.

Anyway, I love this deck. I never liked Jeeves for some reason, but finally there's an HB FA that speaks to my soul. Thanks!

28 Jun 2017 scd

Er, miscounted clicks but you get the idea (insert Biotic/SSCG into above).