Around The World In 8 Turns

Ark1t3kt 381

The Concept:

After astro got hit a few days ago (MWL) it seemed to me like corp decks would never achieve NEH's speed again. And so as corps continue to get slower I predict that runners will too. It is for this reason that I actually believe fast advance is positioned better now, after the MWL update, than it ever was;

-Now that astro is nerfed, are shapers still going to be importing clot? I doubt it. -Are Whizzard players still going to be running turntable? I think grimoire is now a stronger card with astro gone. -Noise is almost completely out of the picture… -So what runners are viable? Geist, Haley, Kate. All of which struggle against fast advance, because they can’t keep up.

Therefore… I think fast advance could potentially blow these “new-meta” runners out of the water.

But the problem becomes; how do you make fast advance viable now?

…Look no further than Titan Transnational and the Atlas Train!

OK, I knew Atlas was good, but when you throw a couple SanSans into the mix, things just get ridiculous. Here’s why:

Click 1: Install the Atlas on the SanSan Click 2: Advance Click 3: Advance, score (Titan’s ability puts a counter on it, regardless of over-advancing)

Now, the runner literally has their next turn – four clicks – to get rid of the SanSan, or you search for another Atlas with the Atlas you just scored, and do it all again.

The first time I did this, I was mind-blown. You can literally get to a point in some games where you are scoring two agenda points per turn. And how do you get that last point? Use your last Atlas to search for a Hostile Takeover and score it out of hand, or fast track for it and pop it on the SanSan.

I legitimately think that this not only viable, but the only breed of fast advance that can match the old NEH’s speed. (The HB fast advance decks – notably J.A.R.V.I.S. deserve a special mention here. I have been experimenting with Jeeves almost continuously since he came out and don’t get me wrong, it is a very strong card indeed. However, there is no doubt that fast advancing with Jeeves and his synergistic operations takes a while to set up, as it involves at least a four card combo – Jeeves, the agenda, and two ops. Personally, I believe that the Atlas train is superior due to the fact that it only involves two cards, and also allows you to tutor for the points that you need to score.)

Anyways, I should probably start talking about the actual deck now…

Agendas:

Atlas – The namesake of the entire deck, not much to be said here that hasn’t already been said above.

Hostile Takeover – The coupe de grasse if you will, the nail in the coffin. Having a good 2/1 has almost always been essential in fast advance decks. The nice thing about hostile is that you don’t mind scoring it early, either, since it gives you a welcomed economic boost during the early game. Finally, they make excellent Archer food.

Oaktown Renovation – This agenda is basically the place-holder for a non-existent 3/2 agenda that Weyland wishes it had oh-so badly. Again, it is included for the early econ boost, and the fact that as long as you begin your turn with at least one credit, you can score it – perfect for a “rushy” deck. If you are really desperate, or just on five points, you can fast advance one of these through a SanSan with a Biotic Labour.

Food – Consistently referred to as the best agenda in the game of netrunner, couldn’t resist freeing up some influence for this guy. You will probably never score it, but it lowers your agenda density beautifully. I usually end up recycling them with Jackson.

You may be wondering why I only have three agendas that synergize with Titan’s ability. The reason; I frankly think that the agendas that do synergize are not all that good, and can’t measure up to the other’s in this deck currently (except Atlas, of course.) Often when I am building decks, I tend to get caught up in maximizing the value of my ID ability, and the lists often test worse because of this. For this build, I tried to avoid that. Overall, I am very happy with the current agenda suite. It showcases what I think are the three best agendas out of Weyland, and the best agenda in the game. Being at twenty-one points doesn’t bother me, as I have found that the third Hostile is essential.

Econ:

Hedge Fund – Why not?

Commercial Banker’s Group – Apart from making sense thematically, this card serves a purpose. It’s threat forces the runner to check your remotes, wasting their precious time and credits – buying you time. Launch Campaign – A card that is here mostly for personal preference. Running it instead of PAD Campaign because, honestly, the games don’t last that long. ;)

Mark Yale – Now this is one greasy little bastard. I just install him naked, and if the runner checks it – or even better, Dirty Laundry’s it – I can rez, spend some counters, trash him (or let them trash him) and profit! Also, good players know exactly how much money it will take you to fast advance out an agenda, and so will plan their turns around this. A surprise Mark Yale can give you a few extra creds out of thin air that they weren’t counting on, allowing you to score out for the win.

Overall, I think that the econ in this deck is fairly solid. The amount of asset economy would have been a major no-no before the last MWL update, but I think that with Whizzard presumably seeing less play, it is viable once more. Also, a majority of your agendas provide those creds. Admittedly, the deck does run a little light, but that’s just my style and you are welcome to play around with it a little bit.

Ice:

Vanilla – Hands down my favourite piece of ice: Great value, Parasite’s on the MWL, Anarch just got nerfed… … lick that icecream for days.

Enigma – One of my favourite rush codegates, I like it because it is mildly punishing to facecheck, especially for a player who has a plan. Furthermore, the less time the runner has, the more time you have to rush-out and fast-advance.

Chimera – Not sure about this one. My question to all you smart cookies out there: Now that Faust and Wyldside are on the MWL, is Chimera viable again?

Archer – Arguably the best piece of ice out of Weyland. With this deck, you only sacrifice Hostile Takeovers, and probably only one. (Don’t forget to eat the power token with Mark Yale first, though! value )

Hadrian’s Wall – For when you need an actual ETR. Also, fucks Geist and Null up pretty good and I expect them to become more popular as the meta slows down.

Assassin – Just another “Geist And Null Piss-Off” card, and a truly punishing facecheck.

Now that D4V1d got nerfed, I think that Weyland’s ice has enjoyed a slight boost. However, I am not particularily satisfied with this ice suite, and I honestly feel a bit lost in the woods when it comes to Weyland ice. Any guidance would be much appreciated!

Last Words:

I did not build this deck because I thought it was the best corp deck to date, and the Atlas train was certainly not my idea! However, I do believe that with some tweaks this deck could relax in a seat on the clouds of that magical far-off place; the land…

…of Tier One. (Insert epic NOVA Documentary intro music)

The real reason I decided to build this deck is because it is going against the grain of the meta:

Everyone is running away from fast advance, and the Atlas train is holding its ground.

17 comments
22 Jul 2016 MasN

I actually wanted to do a Titan vegan FA deck, so glad you posted this! Nice write up, but a bit of potentially improvements:

Replace an Oaktown Renovation with a 1/3 with a not-that-usefula bility like Profiteering

Cut a Mark Yale (or two) - 3 is too many.

Beanstalk Royalties -i think its a better economy card than say Launch Campaign

Hadrian's Wall is too big. A Spiderweb or Ice Wall might do better.

Make a split between Enigma and Quandary.

Assassin is slightly too big. Maybe a Caduceus or Cobra?

1 Chimera should be enough.

A second CVS might be useful.

Power Shutdown is a nice way to remove pesky SMCs or Corroders.

Anyways, nice deck, and I want to see vegan Weyland be a thing.

cue disappointed comment from @Ulkrond

22 Jul 2016 PureFlight

Great write-up. Really excited to see something like this take off.

Ice is neat in theory and, in my experience, crap in practice. They are often interesting controlling/taxing ice that has no business being in a Weyland rush deck. Advanceable Ice like the constellations are slow to build up and I'd recommend avoiding them.

I like Errand Boy here because the rez cost is usually a net of 1, which is sick for a 3-sub sentry. If they keep letting the subs fire, you can dig for needed pieces and you'll have all the creds you need for SanSan.

As I see more runners with , I've swapped out Caduceus for Negotiator. It's always a 4 swing to run through it, and its still 2 for mimic to break.

Lastly, I really like getting an early Changeling to score behind. It's expensive to rez for a single sub, but once they get out Corroder, you make it a sick ETR Sentry that Mimic needs support for and Mongoose breaks for a stupid 5.

You might not care much about bad pub because of how short the game is, so Grim might work to get their fracter off the table. Checkpoint could maybe protect a SanSan because they have to pay a ton to make the trace fail, so they don't have enough creds to trash the SanSan. Maybe.

22 Jul 2016 MasN

Great point on the Changeling. Both Grim and Checkpoint are garbage though.

22 Jul 2016 Ark1t3kt

Thx for all the great feedback guys, much appreciated.

@MasN Not so sure about replacing an Oaktown. (I don't really see the point of a 3/1 when there are Hostiles in the deck, plus Oaktown is great for squeaking out early.) I think I agree with the Mark Yale idea, but I would cut it down to 2, not 1. (It's just so useful for fast advancing something through a SanSan when you have 0 credits at the beginning of your turn.) I really appreciate all your great tips on the ice, and I am definitely making those changes. My question to you: How much Clot have you been seeing in the meta lately? (I've been away from the game for a brief period, and haven't had much time to analyze if another CVS is needed.) I love the Power Shutdown idea, although it's a little funky. ;)

@PureFlight I absolutely love your idea of Errand Boy in this deck. (I had honestly forgot about that card.) I'll have to check out negotiator again, and experiment between it and Caduceus. I find the Changeling idea really entertaining as well, what a greasy play! I have never played with Grim, and may give it a go. As for Checkpoint, I used to run it in an old Argus deck, but it often underperformed. The ice suite in this deck is def going to see a lot of changes!

22 Jul 2016 wookiez

And if you can swing it, I always like Hollywood Renovation with Dedication Ceremony into Project Atlas for 5 points in 2 turns.

Turn one, install Holywood behind ice, dedication ceremony it, and advance it. Second turn, install Atlas, advance Hollywood (with the counters on atlas), then advance Hollywood (Counters on atlas again). Score both.

Plus, a bonus atlas counter from overadvance!

22 Jul 2016 Ark1t3kt

@wookiez lol, hilarious idea, but not sure if there's room for it here. Maybe in an upcoming gagarin FA deck with Mumbad Construction Co and all the public agendas, though!

23 Jul 2016 Saan

@wookiezHmm that reminds me of something, but I can't quite put my finger on it...

=D

23 Jul 2016 internet_potato

Titan atlas train seems like a good plan. I wonder if putting aside a few slots for kill support would be feasible, say 1 Hard-Hitting News, Scorched Earth, and a Consulting Visit. It might be possible to threaten the kill from a single scored atlas and a modest credit pool. Could keep scoring while the runner gets some protection up.

24 Jul 2016 Ark1t3kt

@internet_potato My thoughts exactly. In fact, I am now working on a "butchershop" variant of this same deck. It drops a biotic for a Midseasons and then runs a standard kill package, along with a couple of Consulting Visits. I have found that double-pronged attack to be quite strong!

24 Jul 2016 internet_potato

@Arkitekt Cool, would be interested to see what you come up with. I played a few games with various iterations starting from your original and leading to this wildly unoptimized titan-atlas-supermodernism deck and it seems interesting. I moved away from the asset econ because I was finding the bad pub generated by Hostile Takeover to be a real liability, and scoring an HT early on is such a nice econ boost that it's hard to resist.

Hostile Takeover, Geothermal Fracking (ideally with Mark Yale who turns it into a clickless 12 credit super-HT), and Oaktown Renovation are the classic rush + econ agendas, building your credits while getting points. Dropping the GFI's and Biotic Labor freed up the influence for a Hard-Hitting News and Midseason Replacements. The idea (not yet actually achieved, have scored out too fast :P) is that between those and 2x scorch, you have a credible flatline threat that you can set off from an atlas token or Consulting Visit (and hopefully the credits to back it up). I also feel like install, advance, HHN is an interesting play that says "You can either steal this agenda or end your turn tagged, choose wisely."

I feel like the ICE package still isn't quite right (traces + bad-pub = not so good), and I'm not sure about the econ. It's super-rich for the most part, but doesn't need that much cash until it goes for a trace. Maybe a Sandburg or two would be cool-- aim to rush out the first few points and build econ, then either atlas-train or deploy sandburg to turn your gear-check ice into legit ice and carry on.

Calling it now, TITAN ATLAS TRAIN SUPERMODERNISM IS THE NEW META-DEFINING DECK

10 Aug 2016 Pustekuchen

So, is there an up to date competitive list of this deck? I run it with the changes by @MasN above, but I get wrecked by the current MaxX builds...

11 Aug 2016 Ark1t3kt

@internet_potato Wow, that deck list looks really interesting, thanks for running with this idea. You made a good point about the bad pub, perhaps I will try a version with op econ, which actually happens to be my personal preference over assets. Also, I know that geothermal fits well here, but for some reason, I simply don't like the card (it gives me the heebee jeebee's, lol). I encourage you all to put geothermal in your versions, though. ;) I think your kill package looks pretty solid, and I totally agree with your input on the ice. However, not so sure about Sandburg in this deck, I don't want to fall into the trap of trying to do too many things at once!

@PustekuchenYeah... I really have to get my shit together and publish an up to date version of this deck. You guys should be able to expect it sometime this weekend, as soon as possible, I swear! ;)

Thanks for all your interest in this idea.

12 Aug 2016 internet_potato

@Arkitekt when I originally posted that comment, the linked decklist had -1 Biotic, -1 GFI, +1 Midseasons, +1 HHN. Can't remember exactly how I shuffled things around but I also got 2x Scorched in there. After a half-dozen games or so, I never got close to a flatline (either out-moneyed, or film-critic'ed, or plascrete and/or being Geist).

I've been running this vegan list with pretty good success (the Chronos Project can be swapped for a 3rd Hostile Takeover , have played with the Beanstalk Royalties vs. Restructure ratios a bit). It still tends to either win very quickly or sputter out at 4-5 points and gradually die to R&D and/or remote lock.

The late-game Sandburg plan is not as reliable as I'd like it to be-- even when the ICE is cheap to rez, the econ just isn't there to get two remotes set up with enough in the bank to make sandburg relevant (especially once I'm on 2-3 bad pub).

I'm not really sure where to go from here. This feels like such a solid early/mid game, just not clear how to sew it up.

One option would be dropping some of the non-FA cards to fit in another Biotic Labor or SanSan City Grid to try to make it more likely that things get finished quickly. Could also slot in a The Future is Now as a less-good project atlas that can get the train started.

Another option would be to commit harder to the late-game sandburg plan by putting in more agendas that can generate cash (Profiteering, Firmware Updates with Mark Yale), and doing some form of bad pub removal to reset the taxing-ness of the late game ice (Exposé is a personal favorite for also being able to force a run, but Witness Tampering or Elizabeth Mills is probably more reasonable).

Another option would be the kill package. Maybe I have just been spoiled by the 24/7 + breaking news kills from pre-MWL haarp's peak, but I rarely feel like I can pull off the kill from big green.

At any rate, thank you for reading my dissertation. This is a really fun strategy to play and it seems like it's well-positioned to take advantage of the slower setup of the current trends in runners. I'll probably keep iterating on the various vegan approaches to see if I can get something to work.

12 Aug 2016 Ark1t3kt

@internet_potato Thanks for all the great work you've been putting into this idea! I definitely like your idea of leaning even harder into the fast-advance, but I'm just not sure how to free up enough influence for another SanSan or Biotic Labour. (The only way I can see it being possible would be to cut the Foods and all three Jacksons, which is probably not a wise move.)

Originally, I had tested a version which simply ran three SanSan and no Biotics, and I may actually go back to that. (The idea being that you can just start that Atlas Train as soon as humanly possible, and therefor seal the deal.)

As for econ, I will admit that my prediction about people moving away from Whizzard turned out to be somewhat inaccurate, and therefor I have been experimenting with more operation economy rather than assets. At the moment, I am juggling the ratios between Restructure, Beanstalk Royalties, and even Stock Buy-Back.

I agree with your comment about finding it difficult to kill out of Weyland, and for this reason I believe that going all in on the FA is a stronger option, especially in the meta right now. However, it is possible that the threat of the kill could be a tool that allows you to rush and score out faster against more timid runners.

All in all, I think that this concept has great potential, especially in today's meta.

14 Aug 2016 internet_potato

@Arkitekt I've been keeping notes on my work-in-progress. Losing Jackson Howard sucks, but having another Biotic Labor is really great for finishing the game. I juggled econ around a little bit and added a second Sandburg. It's 4-1 in testing so far, which is definitely better than most of my decks. That being said, I haven't faced much Rumor Mill, siphon-spam or even much Clot / The Source so take that with a grain of salt.

Stock Buy-Back seems like a really good way to salvage a win when you're behind, I might try swapping the Restructure for it.

Hit me up on the stimhack forums or jinteki.net (same username) if you want to chat or do some testing together.

16 Aug 2016 Ark1t3kt

Thx for running with this idea, man. When I get some free time I would definitely love to do some playtesting on Jinteki.net (same username as well.)

30 Aug 2016 ABushelOfGoats

Running tracers out of my Titan FA/Rush build felt bad. Bad pub makes rezzing a pain, and given that CTM and tag storm are a thing, link is pretty common. Swapped 3x Caduceus with 2x Guard and 1x Archer instead. A hard ETR sentry fells super good, and is solid tech against an Inside Job attempting to punish early aggression.

Those are my only real suggestions. Otherwise it's not a bad build. I do like the reliance on assets here. It keeps the runner out of R&D or HQ for a click or two, which in a deck like this is the difference between a W or an L a lot of the time.