Industrial Genomics Kill/Tax

steevo15 110

When I saw Industrial Genomics, I knew that I really wanted to try it out, so here's what I came up with. I came up with and tested out this decklist today.

Overview

This deck can either be brutally taxing or deadly. The first thing that I did was include must trash assets and upgrades. These include Ronin, Sundew, Cerebral Overwriter (from R&D), Red Herrings, and Shell Corporation. This ID's both makes your kill cards easier to land, and your gameplan that much more taxing. Subliminal Messaging really turns on your ability and keeps it relevant throughout the game. I've found that Shock along with some ice is enough to protect archives and Shi-Kyu just felt like overkill. Ideally you want to ice up all three centrals, with R&D and Archives being a priority.

Econ

Your econ cards are Sundew and Shell Corporation. I've found that a Shell corporation installed with a failed Cerebral Overwriter or Snare in a naked remote is enough to deter a runner and keep it online for most of the game. Sundews installed with no ice is also a thing that is easy to pull off. Don't be afraid to click for credits. I often only net 2-4 credits from Subliminal Messaging in a game, usually it's facedown in archives keeping your ID relevant.

Winning

I've found that with this deck it's pretty easy to go with either killing or scoring out. Higher trash cost Red Herrings can open up incredible scoring windows. Often times the runner will get through a server and steal an NAPD paying 9 or a Fetal paying 7, but not have enough to trash Red Herrings. This allows you to throw down another agenda to score out next turn. Drag the runner around your servers getting them to trash your econ and kill assets and watch the scoring windows open left and right when they don't have enough money to steal your agendas. Mushin-No-Shin (also can be used on agendas) turns on Ronin and Cerebral Overwriter. If the runner doesn't immediately go for your Overwriter, don't fret, just advance it up to four and watch the runner squirm as they contemplate whether or not it's a lethal Ronin. Don't be afraid to install-advance-advance a Ronin, bluffing its an overwriter, then slow advance to 4. Get two Ronins on the field and you've got the kill in the bag, if the runner faceplants into an Overwriter, just use Neurals to finish off the job.

Problems

I've definitely had a few problems with the deck, and I'm still refining it, so your suggestions are welcome.

With only 12 ICE, I've definitely had problems with not seeing enough for the first couple turns, or it being spread very thin between my servers and being vulnerable early game. Sometimes even with the increased trash cost, Ronins or Sundews will still need protecting and I've run into problems not having enough ice for that. I also wasn't sure what to use the last of my influence on so I sprung for a big beefy ice, Janus. I have thoughts that this might not be the best pick or most efficient use of influence.

One of the other problems I have is early game econ. Shell Corporation can be slow and click intensive, so if I can't get my Sundews up and running quickly, early game econ can be problematic.

Yup, so that's my decklist. It's done okay so far, I played about 5 games with it today and won 4 of them.

4 comments
8 Jan 2015 romanoSoprano

How about Tollbooth instead of Janus. Half the cost, similarly annoying. Also improves your matchup with stealth runners? And either Errand Boy or single Green Level Clearance or Eli 1.0. Could maybe cut 1x Snare! for some more econ ops.

8 Jan 2015 steevo15

So maybe -1 Janus, -1 snare, +1 Tollbooth, +1 eli?

8 Jan 2015 romanoSoprano

Makes sense.

10 Jan 2015 Shulmey

I've been playing a VERY similar deck, minus the Shell Corporation. I've been using Melange Mining instead, but I think that Shell is a better alternative, and I will definitely try it out, as it would fit perfectly on a failed Cerebral or even on a Ronin that the runner thinks is a Cerebral.

My deck also includes Hostile Infrastructure. It synergizes well with the ID ability, and provides a fantastic dump for credits on turn one when I didn't have enough ICE and the runner used an account siphon. At first it looks like it's not that great, but after being hit with a IAA Cerebral Overwriter for 2 brain damage, that single net damage will put many runners in the Ronin kill range, and because of the ID, it's more expensive for the runner to trash than for you to rez.

Much like you, I've had issues with my ICE, and I'm contemplating taking out Pup and Tsurugi. In games that I've played, Pup is simply a 2 credit tax, without forcing the runner to have any breakers out. My issues are primarily in the early game. If I can get to about turn 6 or 7 with a little bit of money, a few cards face down in archives, and a sundew out, I will probably win the game. My thought is maybe substitute in Quandry instead of Pup to force a decoder from the runner. I've also been considering a wraparound instead of an Eli, again, simply to force the runner to take the time and credits to dig for those breakers.