Smoke and Mirrors

onibaku06 55

With Smoke swinging in during the Intervention, the Stealth game for A:NR has become even more of a serious threat. Lean deck size along with a better way to fight stacking code gates helps shore up some of its weaknesses. I’ve been playing Stealth Kate since regionals, and it’s been amazing. 70% win rate isn’t bad at all. Now, it’s time to give Smoke a whirl to see if she can keep up with the legendary Shaper.

EVENTS:

Lucky Find: Still one of the best burst econ cards in the game. Pairing with Net Mercur allows for big boosts right out the gate.

Sure Gamble: Same with Lucky Find. This decks needs as much burst econ as it can get to help with early game setup and late game servers.

Modded: Without Kate’s ability, every credit saved counts. Also helps with clearing out a clogged hand.

The Maker’s Eye: Helpful for early game R&D Lock and added late game digs. They can know you’re running it, but will never know when it is coming. The number of copies can easily be switched with RDI, depending on play style.

Networking: With CtM still kicking a** and taking names, this gives a quick way to clear those pesky tags. Because Salem is still a thing, it’s best to try and stay ahead in the money game. Tag Punishment will be the end of you if you go tag me...so don’t.

HARDWARE:

Clone Chip: Helps keep the deck fast and keeps the Corps on their toes. Instant SMC, Clot and Deus X is what Shaper is all about.

Plascrete: I plan on running 2x because of Boom and the ever looming threat of Argus with Snare! Every card is critical in this deck, so being able to block as much meat damage is a must. Meta dependent, of course.

RDI: Going for the late game (where Shaper shines the most) is what RDI was made for. Seeing four to seven cards deep is what gives the Corps night terrors. Same with The Maker’s Eye, it can easily be altered to play style.

Mirror: Now, this can easily be switched for Astrolabe, but with the inclusion of Net Mercur in the deck, along with Smoke’s ID ability, being able to make more than one run a turn is super important and helps shore up another one of the Stealth games biggest weaknesses. It’s worth testing because of the leaner deck size. Lastly, +2 Mem negates the need for an extra mem chip.

PROGRAMS:

Clot: No more Astro Train, but Beale/Psycho, Breaking News/EOI and Biotic Labor in HB is still enough to close the game quickly. This style of deck is weakest in the early game, and needs to go to mid game ASAP.

Cloak: More stealth credits, the better. I only run two with this deck because Smoke is practically your third. Plus, Mirror helps with getting more recurring credits back. SMC: Obvious Shaper BS reasons. This allows Shapers to face check without fear of consequences.

Paperclip: Super efficient, it’s worth the extra influence over Corroder. Paying to pump without paying to break really keeps your credits high throughout the game. Plus, built in recursion.

Dagger: With most Sentry ICE seen is STR 5 or less, Dagger is all you need. I do like Switchblade, but influence is just too tight these days.

Houdini: One of the newest stars in the Stealth game, Houdini helps with the other inherent weakness of Stealth Rigs…stacking high strength Code Gates. Double Archangel used to give me fits. Not any more. Houdini retaining its strength and only requiring one stealth credit for its 2 credit pump of +4 STR is amazing. It’s the best stealth card to deal with all the DNA Tracker ICE running aroud these days.

Deus X: SNARE! really sucks against this deck. Every card is important, so losing three has to be avoided as much as possible. Plus, breaking those annoying AP ICE for next to noting is always fun.

RESOURCES:

Net Mercur: This card is great, so long as you can keep ahead of the money game. This acts like a back up credit pool and will be fed continuously with all that Stealth running you’ll be doing. Helps with last minute econ bursts, emergency breaker pumps, etc. No need for the draw, unless you are just drowning in credits or you desperately need card in your hand.

ProCon: Draw and get money for the same click is amazing, as always. You will be hitting this card a lot, so you must get it early. I’m experimenting with 2x because of the lean deck size, but may go to 3x. It’s that important. There is no burst draw in this deck, so you might as well get paid for that single draw.

Ghost Runner: Being able to have more Stealth Credits when needed is vital to any Stealth game. While we have a lot of it already, having those as back up really helps. The best part is, they practically double with Net Mercur. Spend one on Ghost Runner, and simply put it on Net Mercur. Depending on how well Net Mercur is, these could possibly be on the chopping block.

Technical Writer: While we are missing the synergy with Kate, we still have a lot of stuff to install here, and getting some of it back will greatly help in the long game. Even if you get just one early, that’s fine. This card is also on the chopping block, as it just may not be needed. More efficient runs means less need for high credit counts down the road.

POSSIBLE CHANGES:

-2 Tech Writers, +1 ProCon and +1 Maker’s Eye/Film Critic

-1 Clone Chip, +1 Networking

-Swap Paperclip for Corroder and -1 Clone Chip, +1 HQI

-1 Clot, +1 HQI

-3 Lucky Find, +3 Temujin Contracts (needs testing)

-X, +X Current

THINGS TO REMEMBER WHEN PLAYING:

  1. Tags Suck…a lot. Snatch and Grab, HHN, BN to EOI, Midseason’s etc. Try your best to stay ahead in the money game. Losing a fully loaded Net Mercur or your ProCon is a huge tempo loss. If you’re playing against any NBN or Weylund decks, keep that Networking handy. You’ll likely need it.

  2. Apply some early game pressure. With Smoke as an instant Stealth Credit, you can be a little more aggressive in the early game. This helps with keeping a head of the of the Corp in creds and stalling them while you dig and setup.

  3. Don’t get tunnel vision. Just because you don’t have multi access for HQ, doesn’t mean you focus only on R&D. Check those remotes occasionally and attack the hand. While Stealth is the most credit efficient Rig, going 4+ ICE deep is eventually going to hurt you. Make them spread their resources as much as possible.

  4. Don’t forget your Net Mercur credits. When you make a run, always try to get a credit on Net Mercur. Even if the Corp doesn’t rez any ICE, use Smoke or Cloak to pump a breaker anyway, banking a credit for later. Remember, they are stealth credits, and can be used for anything.

  5. What you want early. ProCon is a must. That along with Lucky Find/Sure Gamble is a good start. Mull for ProCon unless you have an excellent starting hand. You will be doing a lot of drawing for your tools, so make the most of it.

  6. Ark Lockdown/Chronos Project is a thing. Be wary of leaving an Icebreaker in the heap for too long. Ark Lockdown and Chronos Projects are still out there, and will literally lock you out. I feel its best to install your breakers if you draw them or SMC them while you run. Remember, your ID is a stealth credit, so you should be able to use it if need be. Don’t hesitate to face check early.

Enjoy Runners.

3 comments
5 Nov 2016 Myriad

Needs Temujin. Temujin is life. Temujin is love.

5 Nov 2016 magikot

I agree. Why the 3 lucky find over the 3 temujin?

6 Nov 2016 onibaku06

@Myriad @magikot- the dexk was built around burst econ for speed. After testing at a tournament yesterday, Temujin is better.