FFTW (Forfeit For The Win)

qwlea 11

This deck basically does exactly as the name would imply... you forfeit agendas to win the game. Unfortunately, one of the best ICEs in the deck, Tithonium, is really easy to break with Paperclip at just 4 credits, but is usually great against other Fracters. Archer is also one of the strongest sentries in the game, sporting an above average strength rating and some great subroutines. The only real shortcoming of this deck is the apparent lack of good ICEs besides Archer and Tithonium. This is mainly because Weyland has few ICEs that are good apart from their advance style ICEs, which don't really fit into this deck since you already have to use advances on agendas quite often.

The stock buy-backs are in there since the deck has an above average count of agendas. Since this deck actually wants more agendas than normal, it is possible to consider putting in a few more agendas somehow, putting in an extra stock buy-back, and going down to the minimum 45 cards (though I don't recommend it).

It might seem like there is an overload of economy in the deck, but since a lot of your turns are going to be spent advancing agendas, it is necessary to stay on top of the credit gain. You can also sometimes have enough credits to rez Tithonium without forfeiting if you're in a game-winning position. Fast Track could be considered if you feel that agendas are coming in too slowly to support your playstyle.

Overall, the deck is very interactive and requires knowledge of knowing when and when not to advance/set your agendas. One of my favorite combos involves ending the runner's turn with false lead and placing two advancement tokens on Global Food Initiative or Priority Requisition in order to score it for three next turn.

1 comments
9 Feb 2018 qwlea

As a note, this deck is legal for tournament play, I just used the Core Set version of Hostile Takeover.