Yellow Counterstrike

v01d 129

The idea is simple: pile up credits and combo pieces until you can flatline your opponent. The catch is that, at most, you get 2 chances to counterstrike.

Possible scenarios: 1) He is screwed -- easy and unlikely one: the runner has no carapace/crash space and just stole one of your agendas. Kill him/her/it with 2 PC (either draw them or Power Shutdown + Accelerated Diagnostics).

2) Fingers crossed/touch wood (or other things): the runner has 1 carapace that you didn't manage to peel off. 3 PC if he has less than 5 cards. Otherwise, if he hasn't scored an agenda yet, you'll have to lure him/her into stealing 2 agendas in the same turn. Snoop and IoP might help you out.

3) Oh, I'm screwed -- you should have been faster my friend: the runner has 2+ carapace. Do the 2 agendas trick, if you can. Otherwise gather your cards, shake opponent's hand and say goodbye.

ICE configuration:

Obviously you have to save credits for PC. Cheap ICE therefore is good and that's why you have plenty. Data Hound helps you getting rid of carapaces and delaying them a bit. Snoop is good but expensive, so you get only one. Use it well.

10 comments
20 Apr 2014 KingOfOdonata

Looks like a fun deck, but I have a feeling it's consistency would be a bit low due to really only winning from burning (unless you get lucky and can score a 5/3 behind a paperwall or quandary).

20 Apr 2014 v01d

Hello KingOfOdonata. Yes, at the moment I regard this deck as a serious joke. There should be space to improve in reliability though, any suggestion in this regard?

20 Apr 2014 valentinas

Oh, interesting idea!

20 Apr 2014 KingOfOdonata

Well, my fear of this sort of thing is how easy they can win if they get lucky and hit those agendas quick. But, if you spread out the Agenda density and still made it some what easy to find, you could possibly get them to maybe steal 4 points at once, instead of 6, which would make Counterstriking still close to viable without getting too close to losing. Have you tested this much? How often does it seem like you get the Shutdown+Diagnostics combo off?

21 Apr 2014 v01d

I thought about having 2 points agendas in. On one hand it gives you the possibility of winning by scoring. On the other it would take 3 additional slot and make counterstriking generally less offensive, as the runner will most likely steal a single agenda only. My conclusion is therefore that the 2 points agenda variant is viable only if the corp can always lure the runner into scoring two agendas in the same turn. I didn't know how to ensure this, though you still get two shots.

21 Apr 2014 v01d

As for testing, unfortunately ATM my options are pretty limited, so I can't come up with numbers yet.

21 Apr 2014 Exo

I've played against it and I can confirm that this is a one trick pony deck. If the runner use those cards: Imp, Demolition Run, Singularity, this deck is screwed. The first match I played against that deck I lost. The second and third game, I didn't accessed any of the agenda(discarding them) the whole game and it was easy. That why I believe that Punitive Counterstrike and Scorched Earth combo is mostly dead in modern play, people played them to much and know how to deal with them.

22 Apr 2014 v01d

Yes, I guess that once you have played a game against it you lear how to deal with it. Do you remember any differences between my list and the deck you played against? Perhaps swapping to 2 points agendas would actually help in this regard... I'll think about it some more.

24 Apr 2014 Exo

Yeah maybe getting a good mix of agenda points could help. Something between scoring agendas so the runner his urged to steal them and getting your combo out would be a upgrade. AstroScript is definitly a good choice.

24 Apr 2014 v01d

Yes, that would my first choice too.