[Project CROW 3 - 2] Eins

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Project CROW 3

This deck is part of the third iteration of the Project CROW mini-campaign for beginners familiar with System Core 2019. It consists of three Runner and three Corp decks, that are built up over three steps. They start at the System Core 2019 with a few additions and end up with currently competitively viable decks that have placed well in tournaments.

Description

We're stepping further into the credit denial Criminal archetype by adding a new identity: 419. You're making the Corp either pay you 1 or one piece of information, either way you're typically happy with the outcome. And once you got your Aumakua up, every time the Corp doesn't pay you, your Turtle gets a bit stronger.

If the Corp values their money highly, divert some of it by using Diversion of Funds. The goal is to keep the Corp too poor to score out reliably. To do this, you need to be able to set up quickly. In addition to the #diesel, we're now playing Deuces Wild as well. This card is incredibly versatile with its baseline giving you 2 cards and 1. The other two options are more situational but can be much more valuable. The expose and run option is great to scout out servers. Keep in mind, that you do not have to run on the same server you used the expose effect on. It can be great to expose the piece of ice on HQ and then run somewhere else, keep that information in mind and use a well-timed Diversion of Funds later on. Also being able to clicklessly remove a tag after running can be very good against one of your level 2 opponents: Argus Security.

In the Resource category we've got two cute new additions in Mystic Maemi and Paladin Poemu. These give you 1 of value every turn, if you are able to reliably use those credits for using events and installing (non-connection) cards. To go with your credit denial plan, you've got PAD Tap. The corp has two options, neither of which are very good for them. Either pay a click and three credits to get rid of a card, you didn't even spend money on to play, or leave it on the board and give you an economic advantage that can stack up very quickly.

Finally, you've got The Class Act for some burst draw in the beginning and filtered draw afterwards. And your game plan for central pressure has shifted away from #legwork and #maker's into The Turning Wheel. You will naturally do enough central runs to fill up on Turning Wheel tokens that you can then later on dump to typically see the entirety of HQ. It is also great to punish a non-spiky ice on the outside of a central, since the run doesn't actually need to be successful to gain a token.

Overview lists

These list show you what cards to put in and out for every game transition: Corp overview, Runner overview.

Decklists

Replicating Perfection vs Hayley

Corp 1 | Runner 1

Corp 2 | Runner 2

Corp 3 | Runner 3

Argus vs Hoshiko

Corp 1 | Runner 1

Corp 2 | Runner 2

Corp 3 | Runner 3

Asa vs 419

Corp 1 | Runner 1

Corp 2 | Runner 2

Corp 3 | Runner 3

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