[startup] Hoshiko's Cookbook

Satoshi 450

Hoshiko built for startup with cookbook. This has won against a variety of corp decks on jnet.

The core of the deck is:

  • Hoshiko identity + Dreamnet. Once you have dreamnet down, if you manage to access a card every turn, you are getting 2 cards each turn for free (net), and 2 coins the first time you flip identity. This means you will play VERY ACTIVE, running most turns and at least every other turn. You only stop running if you actually run out of money, and then you want to flip the ID again right away for the 2gp. I usually mulligan if I don't see Dreamnet and some kind of money card. Paladin Poemu in hand may also be a keeper.

  • Keiko + Paladin Poemu essentially gives you two credits worth of installs for free each turn. Keiko also gives you 2 memory, so you will have plenty of space for viruses in addition to the breaker suite.

  • DZMZ is an additional value play, making it cheaper to install programs and giving one more memory for viruses. Because Keiko rewards you for installing, this means you will profit one credit for e.g. installing Imp or Corroder with the help of 1gp from Paladin Poemu.

  • The cookbook itself is benefiting your Botulus greatly, your chisel, your fermenters, which produce a boatload of money, and your Odore.

Tactics:

  • Sometimes, it is correct to discard a breaker like Buzzsaw or Odore in the bin, planning to install it using Simulchip during a big run, if needed. Usually I toss fermenter before the run, so that Simulchip is already fed. Or, feed it with imp.

  • It is usually worth it to try to facecheck ice using Gachapon. Sometimes you won't find the breaker you need, but you also have a decent chance to find chisel or botulus. Most ice in startup isn't all that scary to facecheck.

  • Once botulus is in play, use simulchip to move it around when it is needed, feeding botulus with itself. I have often found I don't need more than one botulus in play at a time, so now I only run one. Botulus is a situational tool rather than a crutch that this deck relies on.

  • Leech is very important for reducing the strength of code gates to match buzzsaw.

  • The runner gets pretty fat with Fermenter. Usually I aim to cash in the fermenter at 4 or 5 tokens. This will let you get through those big weyland and HB barriers with corroder.

  • For ice that pose a challenge to break normally, use either Botulus or Chisel + Devil Charm.

  • Usually the runner wins either with repeated access to HQ and Docklands pass, or with big digs in R & D using conduit. If you aren't sure whether you'll be able to get into R & D, start with an Overclock run and play conduit at the last minute using Gachapon or Simulchip. The corp will usually show what ice is there even before you've committed to conduit, so you can decide whether to actually play conduit or to pivot to HQ or something. As long as you put down conduit before the run is successful, you'll end the click with two counters on conduit, one from the cookbook and one from the successful run, so you won't really lose tempo.

  • Imp synergizes very well with the multiaccess to HQ and R & D. Did I mention you get three imp tokens with the cookbook? This helps you greatly vs. asset spam decks, and vs. glacier decks that play nasty assets and upgrades with high trash costs.

  • You win by keeping the corp guessing where you are headed and continuing to access cards at least every other turn. This powers your draw which allows you to stay ahead of the corp.

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