Just in Time v1.5

LynxMegaCorp 1343

Here's my HB "Tag 'n Bag" deck! I've always had difficulty playing HB the way it seems to be played, but this one actually won games for me (surprisingly through Agenda scoring).

The plan is simple; use Custom Biotic's influence to set up a nice mind game that'll 1) punish the runner for being aggressive and 2) punish the runner for being passive. I'll explain the cards by section.

Agendas: - NAPD is the clear choice for hitting the runner's tempo. - Priority Requisition might gain me a free Janus, Heimdall or Wotan, though I'm not going to rely on it against some runners. - PSF is more or less there to instill some fear into the runner; and introduces a dilemma of sorts (removing tags vs getting pummeled). Of course, if I can score PSF early, that'll add a great amount of pressure, considering I've included several methods of tagging. - Project Wotan is the obvious choice for a Bioroid-heavy deck, as it'll help secure Agenda scoring when TnB isn't working in my favor.

Assets: - I chose Adonis Campaign simply for its ability to secure credits at a faster pace than PAD Campaign or Eve Campaign. Once I've gone through my initial store of credits (through operations) I should have developed a secure ice fort in a remote (for potential scoring/trap purposes). Adonis would be nestled within this fort while I buy time to set up the necessaries. - DRT is my answer to "Tag me" runners, punishing them severely for even considering that way of life! - Ghost Branch is the star trap here. I plan to go about agenda scoring in a 2-step process (install, advance, advance), which will allow me to score any the turn after if the runner doesn't get it in time. Of course, this means advancing GB too much without scoring might cause the runner to think twice about running it, but it'll go in tandem with GRNDL Refinery (which I aim to get out asap). If they see one Refinery, they'll likely assume Ghost Branch to be another, and attempt to stop it while it's... building up. Of course, this can lead to serious complications for the runner if and when they decide to pursue it. - Jackson Howard, because no Corp is complete without his charming smile. He can get me the cards I need, mix up the runner's R&D assaults and give me more chances at using key cards like GRNDL, Scorched, SEA and Tyr's Hand. Never leave home without.

Upgrades: - Tyr's Hand is the perfect choice for 2.0 punishment (and Janus, at that). It'll help me secure brain damage (for easier scorched wins) and perhaps a tag, or even force the runner to discard a vital program with Ichi.

Operations: - GLC and HF are standard econ cards, while BER is part economy, part protection. An early Wotan / Janus + BER remote paves the way for a GRNDL grind, Adonis income or agenda score, with relative ease. I also discovered from another player that BER + most 2.0s are relatively hard to get around without the proper icebreakers (since they can't break all routines with clicks). - The main killing combo; SEA Source and Scorched Earth. The second the runner's left themselves open (and hopefully a little dry thanks to NAPD), SEA them and go for the kill. Of course, other cards in this deck are there to supplement this strategy, but this is basically the one-two we're going for.

Ice! - Barriers: Wotan's purpose is to be researched for solid, only-stopped-by-femme protection. Eli's going on a remote for taxing purposes (mainly R&D) and Heimdall's begging to be researched as well. Of course, if Heimdall is clicked through and you've got Tyr's Hand prepared, they're taking a brain damage. - Code Gates: Victor's a tricky one; his main purpose is annoying the runner into wasting two clicks upon activation. * I'm not 100% sure about his role, or effectiveness either. At this point I'm seeing him as a potential Tyr's Hand + heavy trace in the hopes of draining runner creds (lest they risk a brain damage when they're not expecting it). Viper exists to warn the bioroids of incoming runners, hopefully stealing a click in the process (I doubt I'll often boost these traces), though in front of HQ it can shut down an Account Siphon or Vamp attempt completely. - Sentries: Hunter's the grunt of the group, existing mainly to pester the runner each time they run a central. Again, can create a painful situation during AS / Vamp attempts (use lots of credits, forcing a tag and denying them money). Ichi 2.0's main goal is using Tyr's Hand to force a program discard (or two), though if they click through the trace you can force that AND a program trash, too. He's quite a tricky one! Janus!!!

I haven't tested too much, though I plan to heavily invest in building this deck up. Questions, comments and conscrits appreciated.

3 comments
5 Jul 2014 esutter479

Only thing I'd do is take out Archived Memories and maybe 2 of the Tyr's Hands and shift in 3 extra ICE. You could probably even get away with 0 Hands in favor of another ICE. The more protection, the merrier. :)

5 Jul 2014 esutter479

For ICE, I'm thinking +2 Eli 1.0 and +1 Fenris maybe...or even -1 Ichi 2.0 for +2 Ichi 1.0 instead of Fenris on the Sentry front.

5 Jul 2014 LynxMegaCorp

I'll definitely consider doing that; thanks!