PrePaid Kate 1.1.1.1 (Undefeated GNK)

GwiLo 22

So, PrePaid Kate is pretty good in 1.1.1.1 as it turns out. I went 3-0 in an 8 player 1.1.1.1 GNK on the weekend, and while some of the games were close, the deck feels like a powerhouse.

The game plan is simple - get money, camp remote, take pot shots at HQ, and try your best to spam The Maker's Eye until they put 4 ICE on R&D. And make sure you always got money. The deck probably has the best econ engine in 1.1.1.1, except maybe some crims running Temujin, so why not put it to good use with the tutoring, recursion, and efficiency of Shaper's tools? PrePaid Kate got MWL'd to oblivion, so clearly there's something there.

Cards that weren't that great: Parasite. That's right, I didn't really care for Parasite, except for the one time I burned down a Tollbooth to get more Maker's Eye runs. Two is pretty excessive, if you ask me, but really, there's nothing else to use the influence on. If I could, I'd add a Legwork or Clot, but there's really just no way you can axe the PrePaids or Lucky Finds. The next best thing to cut it for is a Femme, which I was tempted to do, but ultimately decided against in a gut decision that probably didn't matter. I could've played a Record Reconstructor in that slot and it would've been fine.

Spamming multiaccess is good in 1.1.1.1, yo. Do it. Every time.

2 comments
9 May 2017 A_Runner_is_No_One

Out of curiosity, any reason for Cyber-Cypher over Gordian Blade?

10 May 2017 GwiLo

Tollbooth is in Core Set, it's easy to splash, and not too many people are likely to use packs or picks for ICE right? So the best and most common code gates in the format are Tollbooth and Enigma. Escalation is also a pretty good pack in general for corp, having both Fairchild 3.0 and DNA Tracker. If someone is playing well against me, then they're forcing me through a server with big annoying ICE, and usually just one of these big code gates are enough. I think the reduced install cost along with the increased strength is more valuable than the ability to run through two big code gates in a run. If the server is really an issue, Atman works, Scavenge works, and a base strength of 4 is nothing to sneeze at.

Killers are the bigger weakness here if you ask me. A deck running both Ichi 1.0 and 2.0 and maybe an Archer or two would give this deck more trouble than anything. I get that spreading a bunch of code gates can become an issue at times, but I've honestly never found it to be a problem that kept me from having a chance to win the game.