Legality (show more) |
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Standard Ban List 23.09 (latest) |
Standard Ban List 23.08 (active) |
Rotation |
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Pre-rotation decklist |
Establish one remote and make sure to tax them wherever they run, be it Snare! in hand, Shock! in archives or just ice outside the servers. Security testing is your bane so don't even install Shock! or Snare! in unprotected remotes unless you're sure they're not running it. Jackson is the only thing you'll install outside of your one remote and only if you're prepared to shuffle him as soon as they run.
Nisei MKII wins you the game if you score it so guard it with anything you can, it's often worth letting them have four points if it means you can score the Nisei because once you have a counter it's basically an end the run and a fast advance combined.
Don't be afraid to click for credits, try to be around 3 credits at the start of your turn so you either play a giraffe if you draw it or click to get within Tsurugi range. DON'T forget the Subliminal!
They wont run your remote. Seriously people are VERY reluctant to run the remote, putting a Tollbooth an additional random ice on it is usually enough, they see two ice and an unadvanced card and they simply wont run it unless it's match point. Always remember to have enough to rez it if they do check though.
Always wait to get full value out the the giraffes, remember that it works great with Subliminal if you're getting it back.
For starting hands you want to keep almost any hand that has one of hedge fund or giraffe or subliminal and two ice with cost 6 or under. Two Snare! or Snare! and Shock! with an econ card has pretty much the same value. Starting hand Jackson is almost always a keep versus Noise regardless of the rest of the hand.
Agenda choices: I went with 4/2s to best leverage the identity ability. Medical Breakthroughs and NAPDs are great because you're going to give up agendas and these gives you some benefit when they're stolen. Nisei MK II sort of combo off your identity ability, it's great with Caprice and it's just all around good. Philotic fills the last slot and gives you a potential kill combines with Snare!.
Assets: Jacksons to cycle traps, getting back killed ice due to parasite vulnerability and tossing early agendas as well as mill protection.
Snares! are for bluffing agendas and discouraging hand runs.
Shock! is essentially an ice substitute if they don't run Security Testing, can also bluff as agenda.
Upgrades: Caprice Nisei is just really good, three was too many so I cut down two. She ends the run so she triggers the identity unlike Red Herring/Ash
Operations: Celebrity Gifts and Hedge Funds are the economy base, it gets you where you need to be.
Peak efficiency is surprisingly useful since you usually layer ice and spread it over four servers. You can usually get 4 credits out of it so it's a cheaper hedge fund that's useless in the early game. You can usually play it around turn 5-6 if they're playing aggressively and you don't draw all the expensive ice first.
Subliminal Messaging kind of goes hand in hand with the identity, not enough deck space to run three but one is quite nice when you get it.
Trick of Light For fast-advancing Philotic/second Medical or for just scoring a 4/2 when they stop the identity ability. Opportunities don't arise too often but it's nice to have/threaten the option.
Ice:
Barriers: Having some form of barrier was necessary, I first ran Ice Walls for the ability but could rarely get them above strength 3 so I decided to free up the influence and run Snowflakes instead. They're more for taxing than for stopping the runner, costing 2 to break with Corroder. If they want to run it breakerless I'd mostly be ok with the 2/3 odds of stopping them. Goes on any server.
Code Gates: Lotus Field is great but expensive put it over R&D or the remote.
Pop-up windows are taxing/economy. Put over Archives or HQ if you haven't nothing better.
Tollbooth is taxing and ends the run, put them over the remote or R&D.
Sentries: Komainu, taxing and threatens Snare! or Shock! death if they can't break it, put over remote or R&D.
Pups go over HQ or Archives for taxing.
Susanoo keeps them out of the remote.
Tsurugi ends the run or threatens Snare! death, put it on the remote or R&D. Always pay for the damage as long as you have money left for Snare! and they don't have Net damage protection they will almost certainly jack out.
The deck is a lot of fun to play, especially against new opponents who don't quite know what to do against it. I've gone through several versions of the deck but I'm constantly trying to improve it so any advice and comments are most welcome. This is my first time writing a deck description as extensive as this so any comments regarding formatting is welcome as well.
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