[Startup] Sable Dive

Kbenevides 7

I'll lead with the fact that this is a deck in progress. Some cards I want to test in here aren't on Jnet yet, so they have not been added. There's only been about 15 games played with this, and only a few edits because playtesting is a long, iterative process.

With that said; Open to all suggestions, and I'll leave some thoughts here on cards and the why.

Run Econ Package: Bravado, Dirty Laundry, Overclock. What is important about all of these is that often times, if you're running the Marked server, this is a clickless, credit positive run. With Swift Out, so long as the run is successful, it is all of that, and Click Gaining. I've found that Sable lives and dies on these. Any one of them (Bravado being a real strong candidate though) have been integral to the 'Combo Turn' this deck is looking to pull off. Often times, Cezva+Swift with one to two of these and a Deep Dive in hand ends the game if you get your accesses. Most of my wins have ended with a double access Deep Dive with a Click left over. With that knowledge, You get a draw, Credit, extra run, anything really on your big combo turn. Against HB that extra click can get you over the edge in rare instances.

Rest of the Run Events: A swift deck with Run Events, how original, right? I'm presently trying to scrounge more space for Pinhole threading. It's been a blow-out more than once when I've managed to Pinhole archives, destroying a Cayembe grid then running their Server. Outside of that, Jailbreak is great for early pressure, or if there's a pesky ice in your way when you're going for your combo. It's situational, but I'm usually happy to see it. Jailbreak is just solid extra access, can't go wrong on your deep dive turn poking the hand even more.

Econ: Weaker than you'd imagine considering Crim faction, but Econ is perhaps the weakness of this deck. I find myself clicking for credits a bit too often, just enough to combo off. Sure Gamble, Class Act, The single Rezeki, and Security Testing are there. And of course a few of the Run events save credits, so the deck can survive. But to be competitive, this deck needs to find a stronger Econ base I believe. Even just a bit.

Console/HW: Boomerang because; well, it's Boomerang. It's fantastic. You're almost always happy to break two Sub Routines for 2 credits on a targeted ice, and I've found placing this down as I'm going for my Combo in the following turn, while a bit telegraphed, has been a solid setup all the same. Swift, Well, it's a Swift deck. Virtuoso is fine and dandy, love accessing more cards on the marked HQ, or always poking at HQ, and there's something to be said for not always needing that extra click on some Deep Dive turns, but I value the flexibility of having it. So Swift stays.

Breaker Suite: Abagnale is there for that last hail mary turn you need a free/cheap bypass. It's not an atrocious breaker outside of that. It does fine. Bukhgalter + Cezve is fantastic. More than one game I was breaking Tithe's or weak sentries as Credit positive gains from Bukh's Trigger. Corroder: I'm a member of the Corroder fanclub. Change my mind and induct me into the Cleaver Club. I'm open. But every credit matters, and Corroder has served me well enough.

Tricks/Extra:

Deep Dive: This is a Swift Deep Dive Deck. You need Deep Dive. I want three, but It's expensive, and I like my other toys. Sneakdoor. Cheeky, Another way to access HQ if it's marked. Early testing has shown many folks leaving Archives open. The thought seemingly "Ok, you get a free run on archives. Cool?" I always drop this when I know I can run it multiple times in a turn. Not always optimal, but can also be played with that extra click for the deep Dive combo. Light the Fire: I Run one of these out of fear of the Manegarm/Anoetic Lockout. It's helped once thus far. As a one of, I find it's fine. If the meta moves away from a heavy anti-access/upgrade heavy meta for startup, then this may come out for another Pin hole, but for now, it stays.

That's about it. This deck is not good. The meta is brand new, not solved, and I have enjoyed playing with this a ton. BUT, I'm not a great player, there's lots for me to learn in terms of gameplay, piloting, and deck construction, but I figured I'd post this for any other folk to look at and tweak as a base. I encourage any and all improvements, of which I am sure there are MANY.

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