Packs |
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Uprising Booster Pack |
System Gateway |
System Update 2021 |
The Automata Initiative |
Rebellion Without Rehearsal |
Card draw simulator |
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Repartition by Cost |
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Repartition by Strength |
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A Teia de Ciladas (NSG 1.3) | 1 | 0 | 0 |
Inspiration for |
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Include in your page (help) |
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Compared to v1.3 I put some more serious thought into the ICE suite, and tried to change my philosophy on the asset-vs-operations economy.
Previously I used as few assets as possible to avoid clogging the remotes, thus relying on operations for my economy. Only Charlotte Caçador remained because she's just so sweet ;-)
After watching a recent Metropol Grid video I tried to instead rely on trashable assets such as the good old Regolith Mining License. I still keep a couple of Mindscaping around because they are not just credit sources.
As a way to test how a post-rotation card pool might feel, I limited this deck to only include NSG sets. Just so you know :)
Why do this to myself?
Well.. as a corp I love winning by flat-line rather than by scoring, but I wanted to step away from the usual (and player frustrating) PE+Punitive+Neuro archetype.
I like the idea of traps. I like the concept behind the A Teia identity. And it's ability poses an interesting puzzle. Hence, the Ciladas concept was born.
The more you know...
In Brazilian Portuguese, the word "cilada" carries the connotation of a "trap" or "snare." It's often used metaphorically to describe situations that appear harmless or inviting on the surface but ultimately lead to negative or problematic outcomes. For instance, a "cilada" can refer to a deceptive situation, an ambush, or a cunning scheme set by someone with hidden motives.
Snare and Urtica can win against reckless runners, but mostly exist to make the runner cautious and possibly afraid to run the remotes. Clearinghouse and Neurospike are your more proactive win-cons, but also exist to make the runner wary of not running the remotes.
La Costa helps things along, turning remotes into ticking time-bombs and freeing you clicks and creds.
The ice suit is something I am still testing and working on.
The idea is to have a lot of cheap-ish ice that, thanks to the Teia ability can cheaply be stacked high on one of your two remotes. Buuut... they are there to mostly scare off runners, make them over-spend when gearing up for a run, and otherwise kind-of tax them enough to make runs not free.
A bunch of these ice are also meant to help with the economy a bit :P
Then there are a couple of beasts mainly as a target for Send a Message and to hurt unsuspecting runners that have otherwise learned that all our ice is just peanut-level.
That said, HD and R&D are the the servers that need the most protection. Somehow, even with just 7 agendas out of 49 cards I often end up with 2-3 agendas in hand T_T
In this deck A Teia's ability mostly provides a bunch of free clicks, and the opportunity for cheap ice stacking. It would be nice to be able to just install utility assets on extra remotes, but the limitation provides a fun puzzle for me, and in my opinion it keeps the runner a bit more in the shell-game mindset.
Mostly, I noticed that I had to put some mental effort to avoid A Teia driving me, instead of me driving it... what I mean is, the temptation to overthink everything in order to fire A Teia consistently is strong, but also leads to brain-melting and sub-optimal play. Instead, sticking to the game-plan while occasionally enjoying some bonus click is much more manageable and healthy. At least for me ^_^'
I don't know, this deck is just fun to play for me. So far playing it on Jnet is rewarding: it wins sometimes, it loses sometimes, I'm always faced with interesting choices, and I keep feeling that if I just learned how to better pilot it I could win more consistently. It's a nice feeling :D
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