Deep Space 9% Tax v1.4

xjohncandyx 82

I've been working on this deck for almost a month but only played a handful of games as I was refining it in spare time and still playing Blue Sun primarily. Last week I made the switch. I've gleaned a couple cards from Quinns and pandapersona for this iteration so credit where credit's due.

The main idea behind this deck is to run effective, high-trash Assets forcing the Runner to make expensive runs to get rid of them or let you maintain an economic edge. Make runs expensive through taxing ICE or using IT Dept/Ash.

STOLEN CARDS:

At first I didn't think of it, then I tried to be cool and avoid it, but IT Department is potentially one of the most important cards in this deck. It requires some baby-sitting but if you can get some counters on it suddenly every piece of ICE is more taxing or just straight up ends the run. Server Diagnostics is an interesting card that I never looked at, but it's tough to ignore something that gives you 2 a turn as you use your clicks for anything but installing ICE. Since this deck has the ability to go horizontal, you should be able to hang back and let the flow at some point in the game. It pays for itself in two turns and combined with the ID breaks even in the install:trash ratio.

SPECIAL MENTION:

I'm not going to break down every card in this deck like I want to but a few really make it sing. Once installed, NAPD Contract becomes 5 to steal...after passing whatever gamut of ICE is in the way. Helium-3 Deposit can boost IT Dept by 2 once scored. Use Executive Boot Camp to grab your money-makers or rez ICE against Blackmail decks. If IT Department isn't ready, install Ash 2X3ZB9CY to lock down your scoring remote after widdling down the Runner's credit pool. Paywall Implementation lets you cash in on the Runner's attempts to get anywhere and takes some of the sting out of run-based economy.

The ICE suite is meant to be taxing and effective at ending the run. They may be relatively low strength but once IT Dept is online suddenly any ICE is high strength.

Architect is important in this deck and forces out the Runner's Mimic in most games. It's a good IT target and lets you clean out the Archives and get free economy installs. If they break it, at least it's a 2 tax on the way in. Eli 1.0 is able to tax clicks or credits and its low rez cost makes it viable early game. Wormhole serves as the big Code Gate, basically a strength 7 ETR 99% of the time. Nebula is a surprise Program-hate card and the 1% exception to ETR Wormhole. While both of these are expensive, I feel that there is time to advance each at least once to make the cost reasonable (The Root helps). I chose Datapike over Enigma because of the credit tax and the fact once Enigma is rez'd, the Runner will just run last click to avoid the sub. They are both Yog-fodder but Datapike has more longevity in my opinion.

THE FUTURE/CONCERNS:

Only one method to trash Programs is kind of killing me. I might try to squeeze in a couple Power Shutdown to deal with the usual suspects (Fairie, SMC, Progenitor, stealth credits, etc).

With 17 ICE in the deck, I'm hoping Server Diagnostics doesn't become a dead draw. I think I need to learn the play the card though.

I flirted with Constellation Protocol and it's possible to include more space/advanceable ICE to make it worthwhile. I'd probably sub in Changeling or Fire Wall for Hive and fit a second Nebula in. My idea was to dump tokens on Ice Wall (to strength 4) or Fire Wall.

2 comments
2 Mar 2015 xjohncandyx

Derived from: netrunnerdb.com if you're interested in the process. v1.3 was apparently never published, the original is from 2/5/15.

2 Mar 2015 xjohncandyx