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 |
Packs |
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Core Set |
Cyber Exodus |
Humanity's Shadow |
Future Proof |
Creation and Control |
True Colors |
Fear and Loathing |
Honor and Profit |
Data and Destiny |
Card draw simulator |
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Odds: 0% – 0% – 0% more
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Repartition by Cost |
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Repartition by Strength |
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Derived from | |||
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Theory of Simplicity v2.0 | 31 | 25 | 14 |
Inspiration for | |||
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Theory of Simplicity 4.0 | 242 | 203 | 57 |
Chaos Theory (minimal jank, maximum consistency) | 2 | 1 | 2 |
Include in your page (help) |
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Sim·plic·i·ty: noun. the quality or condition of being easy to understand or do
AKA Build a big ol' cussing rig and score the points.
This is the 3rd attempt at the Theory and by far the strongest. After tons of play testing and local tournament practice we are now left with the most consistent deck I've created. It came 1st in a small local Prescott, AZ Tournament of 32 people.
The Basics: 3 Multithreader and a Toolbox installed and running is damn near free. Throw in a couple Cyberfeeders and you'll forget what spending your own money looks like.
I'm surprised every game how quickly my rig is set up and ready to cut through any server. The combination of Personal Workshop and Modded get's everything out for cheap. I'll often just Modded out a Toolbox and not see much of a hit to my econ tempo. I've played slower decks that weren't as much of a threat late game.
There is no secret technique to this deck. Super self explanatory and efficient.
Early game: It is super rare to have a "bad hand" with this deck. I've rarely had to mulligan. Install Daily Casts and draw for Opus (install Cyberfeeder and Clone Chip along the way). Draw for Personal Workshop as well.
Mid Game: Install all the things. Nothing is useless and game specific so if you can Modded out Multithreader, Do It! This point of the game is all about taking a relatively slow deck and making it fast. Diesel first click and Personal Workshop everything drawn is a common turn.
End Game: Your Time. Running is free and HQ and R&D are doomed. The Corp has lost the fun in rezzing ice, knowing that it will be free for you to break it. This deck has skipped through many a Blue Sun server with ease.
Replacements: I've cut the Feedback Filter for a Plascrete Carapace in the past, I just had enough of Personal Evolution and Cybernetics Division hurting my brain. I've also cut Cyberfeeders for an Employee Strike to help with Replicating Perfection or stimhack/clot for quicker decks.
As Always, any advice is appreciated. Thank you for all your help thus far!
-Feisty
7 comments |
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26 Aug 2015
Spaceman_Spiff
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26 Aug 2015
catch8088
I'm surprised. Gordian instead of Study Guide? No Darwin? My version uses Battering Ram instead of Corroder as well. |
26 Aug 2015
Feisty
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27 Aug 2015
frost-duty
So I like this deck, I really do. The problem however is that there is lot of NBN about these days, and I can't see how you stand a chance against it. The deck just seems too slow, and without clot to even slow them down I have no idea how you are meant to get such a huge rig out before NBN has already won the game - as far as I can tell even on a perfect draw you need to spend quite a few turns clicking for credits and installing stuff before you are ready to go. I would be very interested on your thoughts about this matchup! |
27 Aug 2015
bcavalier
How did this get entered into a tournament with Multithreader? Isn't that in Data and Destiny? |
I have a hard time with the Cyberfeeders. While I can appreciate the feeling of "free credits", they have to be used 6 times before they even break even (click to draw, click to play, 2 creds to play = 3 clicks from magnum opus). This is great if you get them in an opening hand and are running a lot, but every one found halfway through your deck is a dead draw unless your opponent is playing the slowest glacier ever.
It seems like they'd almost certainly be better as a Clot and a Stimhack. Astrobiotics is just so fast, and even with your potential long-term economy you'd be hard pressed to attack a SanSan behind a Tollbooth on turn 4 or 5 (which certainly is a realistic scenario) without abandoning centrals pressure.