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Standard Ban List 23.09 (latest) |
Standard Ban List 23.08 (active) |
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Pre-rotation decklist |
This is something I've been playing with lately and it works better than I would have expected; I just wanted to try out the new Mumbad Construction Company fast advance jank and it turns out to actually be surprisingly hilarious to pilot in person and work decently well.
There's essentially two things going on here for scoring; the MCC fast advance trick, and a very Jinteki shell game with PAD factory attaching advancement tokens to whatever the hell you want and getting your opponent to run on things they probably don't want to.
The fast advance trick, in case you don't know it, is that an unrezzed Mumbad Construction Company can be used to score a Hollywood Renovation from out of hand if you have 12 credits on hand. Rez MCC at start of turn for 4 and it earns a token, first click play Hollywood Renovation, click 2 and 3 Advance hollywood renovation and assign its transfer credits to Mumbad, then spend 6 credits to dump all those tokens over to rez it. 5/3 scored from hand.
The shell game part with PAD factory also comes from MCC's ability to score things cold; across two turns you can Install, Install, click PAD twice and put a token on each thing. Those two things could be any combination of: Junebug/Overwriter, MCC, Corporate Sales Team, or random garbage you decided to attach an advancement to to be annoying, like a PAD campaign. Why you would do this is that with one token already placed on a MCC, you can rez and score from hand the New Construction- allowing you to either just use PAD campaign clicks to get it out and save two credits, or to advance it normally and install two more things click-free.
This all takes a lot of money, and even with museum recursion Launch Campaigns and Hedge Funds have trouble keeping up, but that's what back channels is for. Its always important to note that you can rez stuff like Cerebral Overwriter and Junebug even if normally you don't want to; if one of your PAD factory traps fails and they don't faceplant into the one-charge trap (or you installed it cold and it has nothing on it), you can rez it for free and then Dedicate. And the runner will have to seriously, genuinely consider knowingly putting their face in a 3 charge Junebug to trash it, because if they don't the next turn you could dedicate, dedicate, back channels it for 27+ credits, over 5 credits/click. And you can freely be that spendy with your Dedicates, because they'll all come back to you anyway thanks to museum recursion. And, of course, the runner has to pay a credit for the privilege of zapping themselves, because you're Gagarin! I strongly encourage waggling your eyebrows at them while they consider this situation they're in.
This is also useful because if runners catch on to the sheer amount of recursion taking place from the Museums, they'll probably not actually WANT to trash the traps so you don't get to play that game on them again. That trick encourages them to do so anyway or lets you just treat a faceup trap as a 3c/click bank you're accumulating cash on from PAD factory, like an even better Shell Corporation/Kati Jones, because you're not restricted to interacting with it only once per turn.
Cyberdex is in there because, obviously like all FA, Clot ruins your gameplan and being able to kill it on reaction when they pop it out is important.
Launch Campaign vs Mumba Temple is your choice, I just found I preferred having actual credits from recurring Launch Campaigns to the theoretical credits of Mumba Temple, as good as they are, since so much of what you need credits for here isn't rezzing cards, and so often what you're rezzing is cheap while your FA trick is incredibly expensive. Mumba is probably more exciting in a H-B wide deck where assets like Campaigns are your primary cash income stream. But YMMV! I may change my mind myself in the future, since Mumbas are cash you can use to rez ICE even if you get vamped or Siphoned almost dry, and you have stunts available like rezzing them mid-run to surprise your opponent by having 1-3 more credits than they thought you did for rezzing ice.
3 comments |
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20 Mar 2016
Gorgar
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20 Mar 2016
Lttlefoot
Yeah. The actual fast advance trick is to rez MCC at the end of the runner's turn, use Dedication Ceremony on it on your turn, install and advance a Hollywood, then move all four tokens from MCC onto the Hollywood. Total cost 13 credits. |
I may be wrong, but Hollywood Renovation says "on another card that can be advanced", and it does not look like MMC can be advanced.