GRNDL - Store Championship First Place

djackman 982

Supermodernism variant running GRNDL. Flatlined every game. I want more ice in the list, but still working out how to do it.

15 comments
2 Mar 2014 djackman

Potential Changes:

  • 1 Power Shutdown, -1 Geothermal Fracking, +2 Vulcan coverup: Power shutdown is nice, but i found it to be a dead card more often than I like. Vulcan, in certain gamestates, can serve the same function as a Scorch, and this deck doesnt care about bad pub. I found it really rare to need the money from geothermal as well.

-2 Beanstalk, +2 subliminal messaging: again, this deck had no money issues, so I'm considering moving some of the econ to encourage the runner to run me more, so I can get those flatlines.

2 Mar 2014 Heartthrob

Vulcan, in certain gamestates, can serve the same function as a Scorch

Exactly. Vulcan and Posted Bounty are the two agendas I fear the most against Weyland. I feel like I can sit back and money-up against the SEA Source, MidSeason and Power Shutdown combos...but if they manage to score Posted Bounty I'm screwed and if they start hitting my important cards with Vulcan I have to switch up my strat.

Were you pulling off the Power Shutdown combo for your flatlines or just straight SEA Source + 2x Scorched?

2 Mar 2014 Antimakker

Hi! I'm fairly new to this game (tough I'm looking through msot decks here to see what kind of architypes are good/bad and I'm about to buy a bunch of sets at once and start playing regularly) and I'm interested in the basics of this "Supermodernism" deck. What's the basis and how to build it? Thank you in advance. :)

2 Mar 2014 Heartthrob

I'm looking through msot decks here to see what kind of architypes are good/bad

As a newer player it might be good to go watch some of these decks on Team Covenant before you actually build them. A lot of the top decks here are not easy to play with and require some experience with all of the other decks to pull off...

That said, this particular type of kill deck is rather popular right and you would do well to understand how the combos work. Know the math on this combo and you'll keep yourself safe!

2 Mar 2014 djackman

Were you pulling off the Power Shutdown combo for your flatlines or just straight SEA Source + 2x Scorched?

Sea source, snare, and account siphon are the most reliable providers of tags, I think.

No, im not running the combo - no accelerated diagnostics.

2 Mar 2014 djackman

I'm interested in the basics of this "Supermodernism" deck

http://thesatelliteuplink.blogspot.com/2014/02/raging-bull-weyland-supermodernism-deck.html

The basics:

  1. Rush deck - scores agendas in remotes very aggressively
  2. Has a nominal (but not overdone) Tag-n-Bag suite, most notably, Snare, scorch, sea source, and false lead
  3. Runs cheap ETR ice (to force breaker installs) combined with expensive destroyer ice(Grim, Archer) to snipe those breakers once they are installed.
  4. It plays to score agendas and punish the runner via flatline when they get too greedy.
2 Mar 2014 Antimakker

Thank you for the information. I've played many card games before so I think it will be a bit easier to see through the game as a whole, and thanks for the information. :)

2 Mar 2014 Loomiere

Weyland is so brokenly overpowered right now. As Reina, I had a full hand of 5 cards and a full Plascrete and no tags...flatlined in a single turn. Weyland had a "The Cleaners" scored, tons of money with their econ, sea source/double scortched earth to deal 10 meat damage. I am hoping FFG will address the balance soon. At recent store championship, 18 of the 25 players ran Weyland. Ugh.

2 Mar 2014 Heartthrob

no accelerated diagnostics.

Oh right, didn't even notice that. I'm surprised there are runners that will leave tags from account siphon these days. That's just nuts...

4 Mar 2014 x3r0h0ur

How to beat Weyland in the new world:

Decoy

Maybe Crash Space

Also plascrete and money. Yes it's a lot of card slots but so is 2-3 accelerated diagnostics, 2-3 power shut downs, 2-3 sea source, 2-3 scorched earth, plus the piles of cash but we won't count those because those work without the burn combo.

1 Apr 2014 krystman

I played this a couple of times. I'm struggling to make this work. Due to Bad Publicity, I take a huge nose dive late game. Ice becomes permeable very quickly. Because the Tag-n-Bag suite is not particularly aggressive, runners have an easy time to avoid it. If I'm forced to switch strategies mid-game, I lose because it is too late. It seems to be very sensitive to the starting hand / early card draws.

Any tips what to look out for?

1 Apr 2014 djackman

You need to score agendas early. Even if you think they can get in, go for it. Before they get plascrete out (within the first 5 turns or so), runners will be VERY reticent to run your remotes.

If i dont have too many agendas in hand, I have very often just scored a Hostile on turn 1, leaving everything open. It makes archer live from turn 1, and puts you 10 credits ahead of the runner, meaning you can afford snare/scorch/sea source or expensive ice quite easily. Runners will be cognizant of punitive.

Dont worry about central defense too much early on. Oftentimes I'll create a remote with an agenda before I protect my centrals at all, but that of course depends on a lot of things.

Late game, if they get enough defense to not worry as much about flatline, use snares and jacksons to force runs on remotes while piling tons of ice on a single central. you should have enough money to have a remote with 5+ ice, which is going to be expensive even with copious amounts of bad pub.

That said - there are a number of blackmail recursion decks hitting my meta, which makes GRNDL not feasible. you could try a version with veterans program, run 1-2 more 5/3s, and cut geothermal. Dont know how well that will work, but its worth a shot.

1 Apr 2014 djackman

This deck shouldn't be played with the intent of killing the runner. Your goal is to rush agendas from turn 1. If a kill opportunity presents itself, obviously go for it. But thats actually not the goal here - its to get to match point, force the runner to be aggressive because if they don't, you'll just score agendas.

4 Apr 2014 krystman

Wow, thank you for the detailed advice. I had some more experience with the deck in the meantime and I'm starting to get it. Being more permeable on the centrals and scoring agendas from turn 1 really helps.

One thing thing that is a bit at odds with the agenda win: Archer. Forfeiting an agenda is runs against that idea and I find I can rarely hit a runner with it. It is vulnerable to faries and datasuckers. Having it Emergency Shutdowned is just painful. Not sure what to run instead tho.

4 Apr 2014 krystman

Also the deck I run has your changes implemented (2 Vulcan Coverup instead of Geothermal Fracking and Power Shutdon). I ended up exchanging one Vulcan Coverup with a Posted Bounty. The have the same advancement / point values and Posted Bounty gives another potential win condition - you just need to keep it partially advanced in a server for a turn and finish up with Scorched Earth. Vulcan Coverup will almost never get you a win. The damage is just slowing the runner down a bit in most cases.

I find myself often missing that 2nd Power Shutdown. Maybe it's just my meta.