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Standard Ban List 23.08 (active) |
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There was an initiative from a local board game group to introduce ANR to interested players "slowly". TL:DR - from having exactly 1 ANR player in our area the "meta" grew to 12. We had initially played Core + Genesis, then C&C. Just started playing Onesies last week. We've been running tournaments every Thursday night averaging 6-8 players. If you are from Cebu City, Philippines and are interested in joining us, hit me up on Facebook (Dice Kong Board Game Cafe) or PM.
This is the first ever Onesies deck I created stemming from my love of Jinteki: Personal Evolution. Honor and Profit as the big box of choice obviously, with Martial Law bringing in 4(!) cards and rounding it up with Ronin as the one card. I had initially wanted Fetal AI in the one card slot but later on decided to go the more proactive route.
The deck plays the Yomi game by Mushin No Shin-ing out assets/traps/agendas until it is able to assemble a kill. The deck aims to force the runner into making decision after decision, turn after turn. One wrong move and the deck goes for the kill.
Agenda Suite:
Show of Force: Your favorite Mushin No Shin target. This is your main kill condition. Get two of these on the board with 3-4 counters (or one Ronin) and the runner is dead.
House of Knives: Honestly, I only included this initially for the points. Realized later on that leaving them on the board and scoring them mid/late game once the runner decides to spam run your centrals often slows them down by quite a bit. I almost never Mushin No Shin them out unless I am trying to assemble a multiple agenda kill.
Philotic Entanglement: A rare Mushin No Shin target. You want to keep it on the board/HQ as a clutch.
The Future Perfect: Self protecting agenda. Aids your plan Z (score out!). You never want to install them otherwise.
Kill:
Ronin: Your one card, and for good reason. This, together with an advanced Show of Force more often than not spells the end for the runner. Your primary Mushin No Shin target.
Chairman Hiro: Gets your Neural EMPs live with just one Show of Force/Ronin on board.
Scorched Earth: A card that commands respect. Makes sure the runner has a hard time choosing between drawing or removing a tag after hitting a Snare! or your Mausolus.
Tools:
Mushin No Shin: Your primary enabler. The deck's engine. As the deck has very limited recursion, you will want to choose your Mushin No Shin targets well. Make the runner's head hurt. The best time to Mushin No Shin a kill card is usually as early into the game as possible - the runner is probably trying to assemble his/her rig to beat your centrals, while you are sitting on 0 points. Smart runners will almost always let you get away with that first Mushin No Shin.
Cerebral Cast: Whatever they choose becomes their undoing. Don't be afraid to recur this for round 2 later on if you have Scorched Earth in hand and is guaranteed a kill with it if the runner takes the tag.
Archived Memories: Your only recursion card. Used to cycle your Mushin No Shins. Allows double Scorched Earth kills as well as the rare double Neural EMP.
Enforced Curfew: Its primary use is taking care of the runner's Currents. Also enables an easier Show of Force/Ronin kill with this online as well as Chairman Hiro.
Zaibatsu Loyalty is a meta call to help deal with all the expose effects (#Infiltration is a really common card in Onesies!)
Project Junebugs protect your kill cards, whilst Psychic Fields protect Hiro and your never advance agendas.
ICE:
Wall of Static and Ice Wall is there to shore up your weakness to Siphon (which is probably the deck's biggest weakness).
All of your other ICE are a combination of cheap and taxing ICE as these are only meant to slow down the runner from hammering your centrals. Komainu and Pup are both very good at this.
Mind Game is a pseudo-end the run and makes your traps serve double duty. Mausolus helps round out the ICE suite here as an incredibly taxing ICE for 4.
4 comments |
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11 Jan 2017
Jakuza
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11 Jan 2017
Sher
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20 Jan 2017
yads
I've actually won a bunch of games playing against non 1111 decks with it. I bet it'd be alright in the current meta with the mind games you get to play. What changes would you make if you didn't have the 1111 restriction? |
26 Jan 2017
Sher
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Cool 1.1.1.1 deck. Creative and with maximum use out of chosen cardpool. Nice one.