Forge of SanSan V 2.1 (MWL)

Jashay 716

Some more modifications to a Foundry deck I've been testing. The idea is to get a bunch of ICE down quickly, and then use SanSan City Grid and Biotic Labor to quickly score out. The ICE is relatively taxing for the price, and can annoy most conventional breaker suites with high STR/subroutines. For Anarchs, there is a load of recursion, and Turing to deal with Faust and Eater.

Keeping your money up is key; keep the Melange Mining Corp. firing whenever possible. All the other assets are cheap to rez but expensive(ish) to trash, so feel free to sling them down.

The previous version has been performing well, beating Noise, Sunny, Andy and Gabe handily. Well, Noise was a bit annoying. Stupid Faust and Cutlery.

Changes

Excellent suggestions were made by the benificent staglore, who pointed out that I had no need for a third Global Food Initiative. Using a 4/2 agenda would save me an influence and could be used to confer a benefit, as opposed to just messing with the runner. I cannot think of a better 4/2 than his suggestion of Efficiency Committee, so we'll run with that. As he points out, it combos with Melange Mining Corp. and potentially Domestic Sleepers.

So this has left me with one spare influence. What to spend it on? My initial thoughts were Crisium Grid or Shipment from SanSan. I was leaning towards the latter, as a single Crisium Grid offers no significant protection, and the Shipment from SanSan seemed to synergise with the Efficiency Committee and the general FA ethos.

The problem was what to cut for it... I love having the Domestic Sleepers, and I wasn't planning to touch the money situation at all. Dipping into the ICE would seem to defeat the aim of the deck, and the only one I'd be willing to touch is Turing. But Faust and Eater are everywhere at the moment, so they have to stay.

Overall, the somewhat negotiable slots appeared to be the Biotic Labor or the Team Sponsorship. But Biotic Labor would be stupid; replacing a concrete FA tool with a circumstantial one? The edge cannot eat the centre, and all that. Team Sponsorship has been brutally efficient, and I would be somewhat loathe to cut them.

Taking them to town?

Not touching Jesus, that left me with Executive Boot Camp... which gives me two spare influence, and one free slot. The only 2-influence card I could think of that was high-impact enough as a 1-of was Corporate Town, so I've put that in. Could be a good use of a Domestic Sleepers.

I originally had Executive Boot Camp in there to mess with those Leela Gang Sign decks by rezzing the ICE before she could bounce it, but hopefully Corporate Town will actually be more destructive, assuming I can protect it.

I've not actually used Corporate Town before, but I can't count the number of times I've wished I could just pop that Kati/Wyldside/etc. Even if I'm facing a deck with no interesting resources, one slot isn't much loss, particularly with the way I pull ICE. If it gets trashed before I get to rez it, I've got a lot of ways to pull it back, too. I understand there are some deck archetypes it just hoses.

So let's see how it plays!

Thanks for reading! Comments, questions and criticisms welcome!

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