GRNDL is your friend

Greasythumb 565

Not the best deck ever, but also no slouch. I've been playing it and honing it on Jinteki. It's never going to win a tournament, but on the flip-side I'm pretty sure you could sit down in front of a very strong player and give them a run for their money with this. I guess what I'm saying is that it's high-variance, but that's not the same as unskilled. Give it a go, it's a blast.


GRNDL is your friend. Here is a picture of a kitten:

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The objective of this deck is to kill the runner. The runner doesn't want to be killed, so the deck encourages them by scoring points disconcertingly fast. All of its agendas, barring Global Food Initiative (which is included for pretty obvious reasons) are money. Profiteering is a lot of money. Hostile Takeover is easy money. Oaktown Renovation and Geothermal Fracking are money that's also worth a significant number of agenda points. From the off the deck should be scoring. Throw agendas in laughably poorly protected remotes. Sometimes Vanilla will keep the runner out. Make them prove that it won't. And when they do get in, Midseason them.

Let's jump back a bit and talk mulligans. Something clicked for me recently, and I've been making some leftfield decisions that I think are the secret to making this work. For instance, about half an hour before I wrote these words I was on Jinteki looking at a hand with a Hedge Fund, some gear check ice and no agendas. I mulliganed. I drew a hand with Archer, Restructure, Profiteering, Global Food Initiative and Consulting Visit. Much better! My plan isn't to keep the runner out, it's to kill them before they steal 7 points, so having the potential to Midseasons from the off is often a much bigger deal than being able to protect my centrals. Fast scoring is also crucial. A naked Profiteering installed on turn 1 is an enormous opening play with Midseasons or Consulting Visit in hand. Either the runner steals an agenda and grabs a pile of tags, or next turn you have 15 and an agenda you can rez Archer with. And some bad publicity, but who cares. You're not planning to tax runs, you're just planning to always have more money than the runner. The early threat is GRNDL's real power in action. No other identity can make this type of play stick in the same way.

I've played with versions of this deck for a bit. I used to run two midseasons and two Anonymous Tips to dig for them. Back then it scored out more often than it killed. But Consulting Visit makes it possible to really double down on the kill. It's Midseasons! It's Scorched Earth!, It's whatever you need to kill the runner. It could even be Reclamation Order if the runner has proven a tough cookie and you're looking to Scorch them three more times. To be honest, though, that hasn't happened yet. I'll probably cut the Reclamation Order once I work out what would be better. By the time it's relevant, the runner has usually won.

Meanwhile, the consistency the Consulting Visits gives the deck lets me cut Anonymous Tip for Jackson Howard, who it turns out is a slightly better than marginal card. In pure rush decks like this one there are some who argue that he's not necessary, but he helps against the deck's biggest weakness, which is Keyhole. You don't want the runner to scoop up agendas in a big job-lot. You want them to steal them one or two at a time to give you time to transition from tagging-mode to looking-smug-because-the-runner-is-dead.

Ice is pure gear check. It's a road block to slow the runner down just enough. Archer and Grim are included because they're really good checks. A surprising number of runner decks have difficulty breaking them regularly even with infinite money. Grim is especially satisfying when the runner has installed Atman at 6 to deal with Archer (OK, so that only happened once, but it was a glorious moment). Account Siphon is less of a problem than you think it is. You have enough money to suck it up, and the runner absolutely has to clear their tags. Plascrete is not enough against the wrath of GRNDL.

A word about the 45 card size. There are two reasons:

1/You don't hate the higher agenda density. You want to be finding and scoring agendas to force runs. You want the runner to steal agendas early on, because that's your plan.

2/You want to consistently draw your ability to Midseason. Four cards, in a 45 card deck, gives you pretty good odds. In a worst case scenario you can ice up and draw for a couple of turns, but you want to land tags as soon as possible. A long game is very bad for you.

This is still a work in progress, but I think it's a pretty groovy and often overlooked archetype. Future changes might include fiddling with the agenda balance, reducing the ice, or finally working out what those last two influence should be. Maybe an old skool, supermodernist Snare! would catch people out.

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