Please don't play this online please please im begging you i wont if you dont please nonononono
This is a mesh of Blighttown and some of the ideas from my teammate @ksodiya
's Mighty Morphin' Mirror, with 3 Cold Site Servers to pair with Warm Reception (the combo where the deck name comes from).
The lockout is to get the 3 CSS's on your centrals, then all 3 Warm Receptions and a Front Company installed. At the start of your turn, you trigger each Warm Reception to derez a Cold Site Server, keeping the power counters on it for future use.
At that point, you can click all 3 CSS's, and use your mirrormorph click to gain cash, usually through a 5 power counter Working Prototype, and slowly get the 3-5 counters you need on each CSS to fully prevent the runner from making any runs in the future.
I piloted this deck in the November AMT, and beat every runner that I encountered (three Lat, and one Esâ). I realized in building this that this sort of lockout absolutely wrecks much of the current runner meta, as most runners are fine with sitting back a turn or two to build their own boards.
Big mistake for this matchup.
Once you've set up your boardstate of a Warm Reception or two and the Front Company, with an ice or two on each central, its effectively game over in the worst sort of way. Front Company + a single Cold Site Server on HQ or RND really limits runner options on clearing any more of your board from then on out.
At this point its all about trapping the runner into horrible lines of play. They trash your Front Company? The second one was installed two turns ago. Run everything you can? At some point the runner runs out of money and thats when I shift from installing Trieste Model Bioroids and Lady Liberty to the actual goodstuff.
I think the correct play from the runner side is to find a Hákarl 1.0 and just bounce off it tanking the core, then going all out on the remotes with Wheels or something. There were originally three in here (we originally started with the ice setup of PrisonMorph), but because of this weakness I cut 1 of them for a second Týr.
Tyr is a crazy ice to have rezzed at any point. With Trieste Model Bioroids the tempo gain on facecheck wins you tons of games. It also massively empowers Ravana, with a Tyr + 2 Ravana being my ideal central outer ice. You'll definitely be spending a few turns getting the money for rez though, especially if its your only ice early game. Once it's rezzed though, it's insane. If your opener is bad consider just handing the runner a SAM to rez Tyr for free.
I knew this deck was strong, but the performance this tournament was even better then I expected. I hadn't tested too many games with it (you know, to make sure I wouldn't be on half of Jnets block list) but I figured it'd be good into a few matchups:
Haven't played against these but I think they'll be harder to deal with:
As the runner, if you've ever seen a game of asset spam where the runner surgically defuses every bit of your board turn after turn, thats the sort of play you need to be on for as long as possible in the early game. If you slow down to set up for a later turn, there won't be a later turn. Always Be Running.
A huge shoutout to everyone I played against at the AMT, and a big thanks to everyone who made it possible. I try to make as many of these as I can because they're always a blast, and regardless of performance I get to meet new people and have a ton of fun messing around with some jank.
Speaking of jank, another big shoutout to my team Janktinho, who helped me polish this up for the tournament. I feel like we've opened pandoras box with this one.
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