Fracking, Fragging & Advancing

robomagic 175

This is the first Corp deck I've built mostly from the ground up that just feels ~right~. The goal of the deck is to have a variety of ways to win the game, rather than just one strategy that will get rock, paper scissored out after a game or two in your meta.

The strength is in its ability to use the high amount of operations cards to build an economy quickly, get out a strong Hadrians Wall or Curtain Wall to protect your early game agendas and advance with impunity. In the mid game the deck accels at killing the runner with Punitive Strike + SEA Source and + Scorched Earth combos. Even if the runner has Plascrete out, they will at least have to be prepared to grab a big point agenda and protect themselves.

I've found that it's really important to be careful with with ICE you rez, insofar as you want to have a war chest to spend on the SEA Source and the Punitive. The goal of the deck is to wave all those creds around with impunity. When things get tight use Geothermal Fracking to get out more creds and then clear your bad publicity with Witness Tampering.

2 comments
6 Jun 2014 PeekaySK

I would either drop the Beanstalks, or use Weyland Consortium: Building a Better World as my identity. 2 copies of Subliminal Messaging would be a decent replacement if you're looking for economy, or more ICE.

Running both Witness Tampering and Elizabeth Mills is overkill, I'd just keep the Tamperings and drop down to 2 copies. That should be plenty for what you're doing. Again, you can use the space to get some more ICE, preferrably cheap Code Gates (I'd suggest 1x Enigma and 2x Quandary )

Am I right in assuming you only have one core set to work with? If not, definitely try fitting the third Scorched Earth in, it'll increase consistency a ton. Also, I'd probably use a second Data Raven instead of Flare.

Other than that, this looks reasonably solid, good luck!

6 Jun 2014 robomagic

@PeekaySK Thanks for the suggestions! Scrapping the Beanstalks sounds tough without switching to Building a Better World but Subliminal Messaging does add that nice element of runner pressure to the game. I like GRNDL largely for its ability to play Restructure in the first turn, getting me up to the creds required to rez that Curtain Wall.

As for everything else I'm with you. Scrapping the extra witness tampering and the two elizabeth mills makes sense. I always have too many of them anyways. Getting out some cheap code gates to build towers seems like a good idea to me. And yeah, I only have the core set right now, but proxying in a SE doesn't seem that radical especially if there are a lot of plascretes floating around.