Setting Runner Priorities, One Central Run at a Time

partialcharge 178

The goal is to use a combination of RP's ability, taxing ICE, and blocking ICE to "guide" runner behavior. You can never fully predict what they might do, of course. But you can push them towards doing what you want, when you want, by setting up certain options to be--or at least look--more enticing than others.

This deck is not designed to seek a flatline--no Punitive, no EMP--but it is designed to threaten the careless runner with one: Chum + Katana/Tsurugi, of course; Katana + Fetal; Shinobi face-checked at the wrong time; multiple Shock! in the archives; double Ronin if they let it sit thinking it an ambush. Just another way of slowing them down and guiding them toward the path you want.

Try to get the taxing ICE on centrals/Sundews (places you know they want/have to go) and the hard-stop ICE on agendas. Swarm early game is super effective, but of course it peters out as your points trickle in. Sending an over-advanced Brain Trust out behind one early on can really help.

Try to let Unorthodox Predictions sit with 3 counters on it looking like a failed trap bluff. If you can fire it off at the right time, it can (nearly) guarantee another score from hand by making your hard-stops (nearly) impassable. On your turn score the UP and choose something that would make a remote with "end the run" somewhere unbreakable, then install whatever you want and advance it 0-2 times. They can't beat it on their next turn, and on your next turn you score it out. Obviously after that it can be fed to the Archer if necessary. ;)

If you have to hold agendas in your hand, try to make them Fetal or NAPDC. Combine that with a Toolbooth in front of HQ and you're looking strong. Caprice can also become double effective when protecting those agendas; if they will only have enough creds to steal the agenda, you can make the psi-game a 100% success for you (though they will probably get to trash Caprice that run).

Let Private Contracts sit unrezzed until you need it. Marked Accounts and Sundew are your trickle. (Sundew can actually be more like a firehose if left unaddressed, mwahah.) Save PC for when you need a surge in money.

Sought feedback: -Aside from the 1x Archer there's no program trashing here: should I include it? I've gone through various versions that have included some number of Rototurrets and/or Aggressive Secretaries. Unsure though, felt like the influence was needed elsewhere.

-There's a high ICE density relative to what I see others doing with this kind of deck. A lot of it plays so well together that I think it's OK, but I want to hear dissenting opinions on this.

-Also re ICE, Tollbooth and Shinobi are the only late-game powerhouses. Is that enough?

-Do I need a shower? I feel like I smell something... is it... is it me?

5 comments
24 Apr 2014 Dydra

Hey again. I like quite a lot your deck this time around. Makes a lot more sense. A few suggestions I have. Yes, it would be nice to get some more program trashing in there. Get rid of the Marked Accounts you don't really need them. Better off with other economy cards like Restructure. If you don't like it because you don't get often to 10+ credits, get 2x Sweeps Week. Switch the 2x Enigma for 2x Quandary. There is absolutely no reason to play Enigma over Quandary. Both are basically identical cards, with the only difference that one time that you will cut the runner a click short and the Quandary costs 2 less C. Take out 1x Eli 1.0 and put in 2x Rototourets that seems like a good swap from the top of my mind. I, personally, would drop down the Ice count to 18 and get in 2x Snare! for example ;)

Cheers, Dydra

24 Apr 2014 partialcharge

Thanks for the input, Dydra.

Sweeps Week, of course! When I made this deck I intentionally went heavy on the economy assets, but yeah. 3 is too many. Sweeps is perfect, thanks.

Those seem like reasonable ICE shuffles, too. I'll play with it. I intentionally went for Enigma because of the end run + taxing nature. But you make a strong point about it vs. Quandry.

-1 Eli only emables +1 Rototurret, though. And Eli is so good early, and plays so well with Chum and itself late game that I'm reluctant to cut 2. Do you think I could afford to lose a Tollbooth?

Snare! I went back and forth on. Ultimately, as this is "always advance" style I get nervous about using Snare! I chose Shock! instead because they can literally just sit in my hand forever discouraging runs, or I can dump them into Archives if there's some Noise/Keyhole/Hemorrhage shenanigans happening. I also have no tag punishment, and I don't have to pay. In fact it has a trash cost, which I think is an undervalued aspect of the card for something to keep in hand.

So what would you think about this:

-1 Eli

-1 Swarm (that's one's hard for me, but I think I can afford it)

-2 Enigma

-2 Marked Accounts

+3 Sweeps Week

+2 Rototurret

+1 Quandry

And again, thanks! -PC

24 Apr 2014 partialcharge

Snap, Sweeps Week is 2 influence. Not sure that fits in here. I'll try the Restructure instead.

24 Apr 2014 partialcharge

OK, how about this:

-1 Eli

-2 Marked Accounts

-2 Enigma

+2 Rototurret

+3 Restructure

That lessens ICE count by one, gets the Rototurrets in, and swaps out some asset econ for some operation econ. Lets me keep 2 Swarms, too!

That does leave one dangling influence, though. If anyone sees a way to use that, don't be shy about speaking up! =D I myself was thinking about dropping a Tollbooth for a Viktor 2. Eli And V2 play soooo well together. And, should you win a trace (or two!) that on-demand brain damage is a massive threat.

25 Apr 2014 Dydra

If you cut walls, you wouldn't want to cut down the Enigmas. Put Quandary in their place. Enigma is not more taxing than Quandary. Both are passed for 0 with Yogg and both cost 1 on Gordian Blade (no1 will run through enigma not on last turn or in the case of RP they can just pay the lose click subroutine so they bounce on a remote) and both die to Parasite in 1-2 turn. However, Chum on it's own isn't a wall, so removing completely the 2x Quandary will be mistake. You might consider playing Celebrity Gift instead of Restructure. There isn't actually that many secret things in your deck that you would wanna hide. I personally would get rid of -1 chum and -1 Shinobi, because the bad pub slows the deck quite a lot. Also if you want to hold something in your hand Snare! is the answers. That has been guarding Jinteki HQ since the foundation of the company.