You Can't Hide.

CommissarK 2

This heavily thematic deck makes use of three of my favorite mechanics: Tracing, Tagging, and Bad Publicity.

The runner thinks she can run over your servers? Find her. Police, Special Forces, Camera Drones, the Net itself. Search the runner's apartment, console, their laundry. Anywhere they go, you're already watching. If they want to give your audience a show, let them. Otherwise, let them have it.

Early Plays:

Throw you're shinobi down somewhere tempting and look for a zealous runner to faceplant you. Other reasonable plays include 1st Turn IoP or standard icing lines. You'll generally be playing single server until your DRTs come out. TMI or Wraparound are good options to force through early agendas. Beware Siphons.

Mid-game

Liberal use of SEA Source, Manhunt and Big brother to stack Tags should be used here. If the runner ignore's this threat, he activates your DRTs, Market Research, PSFs, Information Overloads, and Psychographics. Otherwise, a runner trying to shake tags should end up poor enough that your single tower is a safe place to push through 3 cost agendas.

Late Game

Lacking a heavy economic engine, this deck will eventually lose out to cautious, wealthy runners. Look to maintain an economic advantage. A win here will general come from a Midseason'd Psychobeale. The runner will want agendas, and you need to make it expensive. Late game IoPs are still possible, and definitely effective if you're worried about specific cards. If you come in to the late game with a heavy advantage due to tagging or taxing, look to force the runner in to unfavorable plays. Surprise DRTs or Information Overloads will wreck a runner's late game capabilities and should allow you to finish strongly.

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