Sentry Spam

terabyte 9

This deck is based on my theory that runners don't really have a good, consistent way to deal with lots of sentry ice. Although sentries don't end the run, the subroutines aren't easy to ignore either. A nice plus side is that face-checking your ice is almost always favorable for you.

Here's a list of commonly-used sentry breakers:

Faerie - great efficiency, but being 1 time use, it won't be very effective when there are so many sentries to break in this deck.

Mongoose - fairly good efficiency, but it's only usable once per run, so it will require multiple mongooses to deal with a server with multiple sentry ice. Even then, the ice is pretty taxing against mongoose. 5 against Assassin (7 rez cost), 6 against Ichi 1.0 (5 rez cost), 3 against Neural Katana (4 rez cost), etc.

Mimic - great against some of the ice in this deck, but it can't break a lot of ice, including Ichi 1.0, Assassin, and Nebula, all of which can be used to trash the Mimic.

Garrote - you would think that the flagship sentry breaker costing 7 credits and 2 memory would be great at breaking sentries, but even this breaker takes an embarrassing amount of credits to break the sentry ice in this deck. 5 for Assassin, 5 for Ichi 1.0, 4 for Tsurugi, etc.

Dagger - pretty efficient, except that it requires stealth credits which, again, limits its use, especially early game. Attempts to break into a multi-ice server will probably eat into ghost runner credits, limiting future runs.

Faust - a popular AI. Most of the ice in this deck requires a lot of cards from Faust to break (4 for Ichi 1.0, 4 for Tsurugi, 4 for Assassin), not to mention the Komainu and Swordsman which counter Faust.

Advice for this deck:

  • Marcus batty with Neural Katana is a good combo for a possible kill if the runner goes below 3 cards.

  • Yaguras, Pups, and Crick to protect centrals.

  • If possible, put Komainus and program trashers (Ichi 1.0 and Nebula) as far to the outside of a server as possible

  • Try and save Trick of Light for later in the game, when you can fast-advance or advance-from-0 an agenda for the win.

  • My wins have almost always been from scoring out rather than flat-lining. Use the threat of flatline to keep the runner scared to run.

Woodcutter is an interesting add I'm still not sure about. It works with Tennin Institute, but the 3 influence is a big hit and it's not useful until there's at least a couple advancements on it.

Feedback and suggestions welcome!

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