Legality (show more) |
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Standard Ban List 23.09 (latest) |
Standard Ban List 23.08 (active) |
Rotation |
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Pre-rotation decklist |
Always Be Running?
Alrighty then.
Let’s start with our Identity Ken "Express" Tenma: Disappeared Clone, and the Swift console. Do they reward running? Check. A credit every turn that features a Run with an extra click thrown in is strong. Also note that 17 Influence. Nice.
We probably need a bunch of Run cards if we’re going to Always Be Running.
Bravado, Inside Job, Jailbreak, and Overclock is a suite of 11 Run Event cards, with Dirty Laundry doubling up as an Econ card.
Then there are 2 x Emergency Shutdown cards that trigger off of successful HQ Runs.
On the hardware side beyond the console, Boomerang does what it does to help facilitate Runs, and Docklands Pass rewards successful HQ Runs.
Of course credits are always needed, the more the better. And while drips are nice (looking at you, Tenma), this deck focuses a bit more on larger, fast credit injections. Besides the Dirty Laundry that was mentioned earlier, we have 2 x Creative Commission, 3 x Sure Gamble, and a single Wildcat Strike that can gain credits or cards. There are 2 x Daily Casts in here as well, so not all is immediate credit gratification.
So to support the Always Be Running theme, obviously credits are needed, but we also need to find all the pieces needed for successful Runs. With only two copies of each Icebreaker, we need to churn through cards so as to be able to find them and avoid Ice roadblocks. Blueberry!™ Diesel and (maybe) Wildcat Strike help dig quickly, while Earthrise Hotel and Verbal Plasticity also help the cause.
And then a single Test Run can tutor a program on demand from either the Stack or the Heap.
Carmen, Cleaver, and Abagnale is our Icebreaker suite, and Abagnale has a nice feature where it can be trashed to bypass a code gate and then replaced with another from your hand. A second Abagnale isn’t quite as dead in your hand as the other Icebreakers might be.
Finally, Botulus and Egret can help you alter Ice so you can more easily get past them. If you have your Swift installed, you can host all five programs that are in the deck.
And again, that Test Run can help you find what you need, when you need it.
I’m sure this can be improved upon, but this is my starting point.
4 comments |
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20 Sep 2021
HolyMackerel
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20 Sep 2021
tzo
-Verbal Plasticity vs The Class Act. I like the steady stream of 2 cards. I can see using The Class Act here as well. -Creative Commission vs more Overclock. Why not more of both? See below. -Docklands Pass vs Legwork? Could go either way. I chose the permanent bonus. -How has FAO been for you? I cut to 2. If you’re lucky, you can trash an Ice, but in any case it makes them pay and gives you information for 1 credit. After a couple of games, I have morphed it into this (for now): 3 Blueberry!™ Diesel 1 Bravado (-1x) 3 Creative Commission (+1x) 3 Dirty Laundry 1 Emergency Shutdown (-1x) 2 Forged Activation Orders (-1x) 3 Inside Job 2 Jailbreak 2 Overclock (+1x) 3 Sure Gamble 1 Mutual Favor (+1x) 3 Boomerang 2 Docklands Pass 2 Swift 2 Daily Casts 1 Earthrise Hotel 1 Verbal Plasticity 2 Telework Contract (+2x) 2 Abagnale 2 Carmen 2 Cleaver 3 Leech (+3x) Out 1x Test Run 1x Wildcat Strike 1x Botulus 1x Egret |
20 Sep 2021
tzo
-Verbal Plasticity vs The Class Act. I like the steady stream of 2 cards. I can see using The Class Act here as well. -Creative Commission vs more Overclock. Why not more of both? See below. -Docklands Pass vs Legwork? Could go either way. I chose the permanent bonus. -How has FAO been for you? I cut to 2. If you’re lucky, you can trash an Ice, but in any case it makes them pay and gives you information for 1 credit. After a couple of games, I have morphed it into this (for now): 3 Blueberry!™ Diesel 1 Bravado (-1x) 3 Creative Commission (+1x) 3 Dirty Laundry 1 Emergency Shutdown (-1x) 2 Forged Activation Orders (-1x) 3 Inside Job 2 Jailbreak 2 Overclock (+1x) 3 Sure Gamble 1 Mutual Favor (+1x) 3 Boomerang 2 Docklands Pass 2 Swift 2 Daily Casts 1 Earthrise Hotel 1 Verbal Plasticity 2 Telework Contract (+2x) 2 Abagnale 2 Carmen 2 Cleaver 3 Leech (+3x) Out 1x Test Run 1x Wildcat Strike 1x Botulus 1x Egret |
Hiya, been playing Ken in startup for a while, and I really like where you're going with this. Some questions/ideas:
-Verbal Plasticity vs The Class Act. I've found card selection to be more valuable than card volume, since you don't always want to commit your Run events until they're needed.
-Creative Comission vs more Overclock. Run events are the bread and butter, and I've found that the occasional brickyness of Overclock is outwheighted by the Ken Credit, Swift click, and click compression. Could open up more influence for something like a better decoder?
-Docklands Pass vs Legwork? What are your thoughts here? Again, we sacrifice long-game utility for faster, stronger powerturns.
-How has FAA been for you? Do you put on enough economic pressure to consistently trash ICE, or is it just there for the safe facecheck?