Legality (show more) |
---|
Standard Ban List 23.09 (latest) |
Standard Ban List 23.08 (active) |
Rotation |
---|
Pre-rotation decklist |
Card draw simulator |
---|
Odds: 0% – 0% – 0% more
|
Repartition by Cost |
---|
Repartition by Strength |
---|
Derived from | |||
---|---|---|---|
The Jeff's Axe-Juggling Three Ring Circus | 13 | 8 | 13 |
Inspiration for | |||
---|---|---|---|
Alliance Hell | 1 | 1 | 2 |
Include in your page (help) |
---|
This deck won a GNK, dropping a single game where a total of 10 R&D accesses scored 7 points. After a few weak turns, this deck is incredibly tough to fight, as it creates an incredibly strong and resilient economy, has large pieces of ICE, and fast advances most of its agendas.
This took inspiration from TheJeff's Blue Sun museum deck, but has been heavy reworked, specifically in economy and ICE, to make it much faster, and stronger against the Dumblefork matchup.
The core of this deck is building a super resilient economic engine using Mumbad City Hall, keeping everything flowing with Museum of History, and making tons of credits with Mumba Temple. With that board, any time you rez anything, trash anything, or lose anything, you can replace it in your deck, to be tutored out at a later time. To set this up, you generally want to get a City Hall using either Executive Boot Camp or Tech Startup, and place it behind a reasonable piece of ICE. Find 2 temples, or a museum and temple if the runner can get at your City Hall. Next turn, you can lock things up by pulling the temples and museums. As long as you can keep 1 museum alive, the runner cannot disrupt your economy, and must keep trying to trash a museum that you bring back. Once you have your economy set up, you just need to abuse it to win the game. Encryption Protocol works to overwork Whizzard's trashing abilities, allowing you to get everything rolling.
The deck wins by using a protected Mumbad Construction Co. to fast advance some public agendas. If there is no Clot installed, you can install the agenda, and move all advancements and score before the runner has a chance to act in the paid ability window. It's usually better to advance the card with clicks when able, though. The Project Atlas' can generally be snuck out, since after you install 10 remotes, the runner typically doesn't want to check the next one. Mostly, I did not want to play an extra Hollywood Renovation when the meta is filled with Turntable.
Hostile Infrastructure serves as both asset protection and economy. If the runner refuses to let you spend your Temple credits, just rez the Infrastructure and pick it up. At worst you get 5 credits per turn, for a click to install. It's not as good as the original list's econ with space ICE and Constellation Protocol, but it is much easier to set up, and makes the deck much more resistant to D4v1d, since Dumblefork could really put the hurt on this deck by trashing the ice while digging with Medium. One can also rez a Construction Co for 4 credits if you do not have an Infrastructure handy.
Dedication Ceremony is an all-star in this deck. With any of Reversed Accounts, GRNDL Refinery, or Contract Killer, you can install and fire them to good effect in a single turn. Either you spend 1 credit and 3 clicks for the runner to lose 12 credits, you gain 11 credits, or you trash a Kati who has been stacking up money, or in the case of 1 game, flatline a runner who had used Faust a bit too much on the previous turn. It can also be used on Construction Co to fast advance an agenda, especially if the runner is threatening Clot.
Heritage Committee is tutorable using City Hall. It helps you find your agendas when you want them, and put them away when you don't. It's good to note that when you use City Hall, you first look at your deck. If you like the top 3 cards of your deck, you can play Committee to draw them. You then put a card from your hand on top of your deck, and THEN you shuffle from City Hall. You are not required to pick a card to play/install City Hall before you pick up your deck and look at the top 3 cards. If the top 3 cards are bad (2+ agendas in the earlygame), just find a Museum. Then shuffle and try again. You can also use it when trying to score, it's like having Anonymous Tip available when you want it.
If you ever lose a part of your board, between 2 Tech Startups and 3 Executive Boot Camps, it's easy to find them again after the Museums shuffle them back in.
ICE Choices: The ICE in this list takes a lot of inspiration from bblum's Bootcamp Glacier with some tweaks for space and how this deck plays. I did not like the space ICE much in TheJeff's list, as the combo took too long to set up, was very vulnerable earlygame with a total of 1 rezzable ICE turn 1, and vulnerable to utensils and D4v1d later in the game.
Cards that would be nice to have, but did not make the cut:
The deck is moderately weak to D4v1d E3 Medium with Parasite. It's pretty specific to Whizzard, so he remains the major threat. A fast Keyhole can also do damage out of MaxX. However, after a few turns of setup, the deck is incredibly powerful. Archives Interface early is also a problem, as it is with many Museum decks.
Otherwise, it would take a large amount of Clot spam to really scare this deck, so maybe Pitchfork can try to fight the FA plan by installing a clot every turn while pressuring R&D. Employee Strike is also a little bit awkward, but sneaking an Atlas or just getting enough credits to score the old fashioned way works fine. Most runners are simply not equipped to fight the large ICE, the asset spam, nor the single click FA, backed by Dedication Ceremony disruption.
8 comments |
---|
17 Apr 2016
enk
|
17 Apr 2016
Pushover
I remembered that there was a bull, but only after I posted this. I love bull, but unfortunately he's just not very good here :( I was more thinking about the sheer amount of bull that you can pull with this deck. Also, you just aggressively pursue your plan of setting up econ, even if the runner tries to stop you. |
18 Apr 2016
say200426
I tweaked your deck a little bit. And I found my version being super disgusting... |
18 Apr 2016
TheJeff
Thanks for the shout-out, and congrats on winning with it! I really like your changes too, I'll have to try them myself. |
18 Apr 2016
lukifer
Love it! One question: what's the advantage of Blue Sun over Gagarin? I have a vaguely-similar Blue Sun Construction build, but it leans on tricks like Oversight/Curtain, and bouncing Errand Boys to build early cash; the only card in this list with Blue Sun synergy is Hive, and maybe EBC. |
18 Apr 2016
Pushover
As well, if the runner hits a piece of ice, you can pick it up and swap it for something else. Criminal is especially vulnerable. I've nailed several players by swapping something like enigma for assassin, they install passport and get destroyed when they try to siphon. As well, when defending an important card like city hall, blue sun can be useful. If the runner gets through, instead of having an empty server that waits for another asset, you can just move that ice to the next most important card on the board, taxing the runner. Blue sun also offers parasite resistance on ice with the exception of tour guide. The bouncing ice also makes using utensils more difficult. Lastly, the stronger even translates into stronger ICE. Gagarin generally plays cheaper ICE, the largest of which is either tollbooth or archer. Orion is unique but synergizes with blue sun. Both archer and orion take 6 cards for Faust, or a full d4v1d. Archer requires hostile takeover and/or public support, which takes a lot of deck slots. Orion can be broken for cash, but it's never cheap. Tl;dr, Blue sun makes ice better and more resilient. Blue sun offers bigger ice and better econ by converting recurring temple credits into hard cash. Gagarin offers a slightly stronger early remote game if playing without ice, but I find it does not have enough econ/big ice to keep the runner out of r&d. |
The bull is not here, where is the bull?