Even with the rotation, ban and core 2.0 introduction, I feel my deck is a strong contender for competitive play. With 40 influence, and strong shaper events, I believe it is time to start thinking about using the Professor competitively.
The Professor plays very differently from other IDs, and therefore I included a small guide for players new to the professor. Feel free to skip to the part where I talk about deck slot choices, game play strategies and finally, changes for the future.
Guide to the Professor
Versatility is good, habit is bad: With so many one-offs, and so many ways to solve the same problem, The Professor is a hard ID to crack, However, if time is taken to learn the different ins and outs, I feel you will always have the best tools for the job.
Winning is the goal, tools are optional: It is important to remember that the tools in the Professor's deck are to accentuate his play, not define it. It is not always necessary to have all the tools that are theoretically needed to win a game.
You will always have programs: Try and see what you can do with the programs you get, to make up for those you don't get.
There is no game plan:
The professor comes to the table knowing he wants to win, but not anything more than that. How he wins depends on how the opponent wants to win, what tools he has access to and what the best economy / denial strategy would be. Get creative!
Icebreakers: My ice breakers are balanced between cost to field, efficiency and tricks they offer. There are 3x of each breaker, type and 2x AIs. For example, among the fracters, Ankusa is my high cost fracter, and Berserker my fracter for simple barriers.
Non-Icebreaker Programs: typical varied set.
The LLDS Memory Diamond is really useful against late game kill, as well as surprise brain damage. The link, along with the link from Sports Hopper, can be useful too, especially with the fact that LLDS offers memory, and Sports Hopper, cards.
Monolith: I know, I know. Trying to make the theme work, but I don't think it is within my capability. Will be replacing this slot with other consoles in the future.
The ideal starting hand is a killer, Magnum Opus, Modded, Diesel and Self-modifying Code. In case you get a very bad hand, like 5 expensive ice breakers, see what you can use,/ draw, and what the best way to improve your board state with only 5 is. I assume it would be by continuing to draw and engaging in as much scouting / denial as possible.
This deck plays very aggressively. Scouting ahead of time, running open centrals and pressurizing the corp at its weakest points is important. Once you have a good idea of what's going with the corp, and the game plan, it is time to make your own game plan. Mean while, threaten remotes if you can get away with it.
If you are playing against a kill deck, timely use of Sports Hopper, increasing hand size and misdirection are useful.
Against glacier, take your time to build your rig. Magnum Opus is your friend.
Against FA / rush decks, assemble only what you need to not die / lose. Pressure the corp into being poor by rezzing ice, or gaining access to centrals.
Monolith is going to go for sure. Also, trim down the deck size to 45.
12 Oct 2017 Manadog
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12 Oct 2017 Krakow Sam
13 Oct 2017 esutter479
13 Oct 2017 OneFabric