Legality (show more) |
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Standard Ban List 23.09 (latest) |
Standard Ban List 23.08 (active) |
Rotation |
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Deck valid after Sixth Rotation |
So beyond the normal Ampere thing of the runner having no idea what to expect, what does this deck try to do?
The deck has 3 main ways it can win:
1, score agendas, either via sneaking them out when played with a bunch of assets (risky) or by setting up a strong remote, potentially with the Anoetic Voidc + Manegarm Skunkworks combo to make it really expensive to break in (not as unlikely as it may first seem with 1 copy of each, will come back to this later).
2, flatline with an End of the Line, set up with either a lucky tag from somewhere or a Oppo Research the turn before.
Or 3, wear them down and trash their stuff, with the various traps, dangerous program trashing sentries and the tags to remove installed cards and cards in the grip, to potentially either temporarily or permanently keep the runner out of certain servers, depending on what breakers they have left.
Which one you go for depends on the cards you draw and the game state when you draw them, although setting up at least 1 semi-secure remote early is good for the credit assets and later potentially agendas (particularly Refuge Campaign. If that can stay on the board you can afford to play it slow and steadily glacier everything you care about.)
The rest of the deck is either generally good cards, draw cards and effects, or cards that hard tutor in some way. Project Atlas, Project Vitruvius, Pivot, Tucana, Gaslight, Federal Fundraising, License Acquisition and Ablative Barrier are all meant to get specific cards from Archives/R&D into either your hand or installed, which makes getting certain combos off much easier. Fetch the Anoetic from archives when you draw the Manegarm and get both into 1 server with an agenda ready to go. Play Oppo research even if you don't have End of the Line in hand, because you can just Pivot it from deck the following turn if the Runner hasn't removed all the tags. Gaslight out the Hedge Fund turn 2 to kickstart your economy. Use Atlas to fetch Predictive Planogram to gain 3 credits when you just rezzed some expensive ice last run and are dangerously low on credits. That along with all the card draw, along with effectively a 3rd mulligan with Simulation Reset means you should be able to get playable cards quite early.
Speaking of ice, they are all independently strong, consisting of some tech, a few cheap gear checks, and several big chunky ice that benefit from the few cheat outs the deck has. The ice also has a loose theme of bleeding the runner for credits, which makes future runs harder to fund. (Important note, Send a Message works with Archer and Valentão and negates their additional costs, which is very strong)
This is the latest version of my completely original deck, heavily updated after the release of The Automata Initiative. I don't know how well it would do in a competitive match, but it has won more that it really should've on Jinteki. Plus I just have fun with it, and I encourage anyone who wants to give it a go to tweak anything not to their liking.
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