Deep Space Nein

Exposé 54

In space, nobody can hear you scream.


Heads up cause this is going to be an info dump, tldr will be at the bottom.

This deck started off as a previously uploaded joke deck that played Gagarin with 24 or so assets. A commenter had left the point of using Mushin No Shin with multiple ambushes and I decided to go back and reshape the deck into something actually playable. This is the result.

The general aim is to play wide, using Gagarin’s ID to tax the Runner repeatedly into checking ambushes by utilizing Mushin No Shin to create pressure scenarios on the table. The agenda suite is designed to accommodate this by forcing players to check for the risk of allowing 3pters (or a super overclocked Atlas) to be scored, with plenty of ambushes to punish those that risk checking.

Because the deck is running a heavy emphasis on 3pters, 3x Punitive Counterstrikes’ were added in the event that a 3pter slips through. Project Atlas also works well here as a means of tutoring the Punitive Counterstrikes’ up. Punitive Counterstrike is a decent card but tends to struggle to get results with anything less than a 3pt agenda to get the kill shot.

The ambushes themselves fill a varied set of threats. Cerebral Ovewriter and Project Junebug are direct damage threats, Junebugs can cause a flatline solely off of a Mushin and Cerebral Overwriter helps in enabling a Scorched Earth, Punitive Counterstrike or a Junebug flatline. GRNDL Refinery is a great econ asset in a deck that spends a lot of actions on advancing cards, scoring enables you to take a massive economic lead and pay for those Counterstrikes. Space Camp is your R&D defense as the deck has a lot of porous assets to chew through, buffing up your ICE servers to keep runs taxing once breakers are out.

The ICE suite itself is a mixture of ICE giving you some flexibility between gear check ICE that can upgrade into taxing ICE as the game progresses.

Ice Wall, Enigma and Shadow form your gear check ICE for early game, with this being a Weyland deck, the threat of Scorch is always constant, giving Shadow a faux-ETR. Changeling also fits the early game category despite its rez cost. It’s an emergency extra barrier if you’re not drawing Ice Walls or Enigmas that can morph into a sentry ETR if needed.

Nebula & Taurus are there for punishing the runners rig, Taurus aims to snipe Plascrete and consoles when possible and Nebula for sniping out programs. Fairly straight forward picks. Note I didn’t go for Grim over Nebula for two reasons. Firstly, Nebula can be disguised by being advanced as an Ice Wall or a Shadow in the early game and benefits massively from trying this. Secondly, Bad Publicity completely removes the Gagarin ID from the game, making Grim a weaker pick.

Finally, Wendigo and Wormhole are flex picks here, Wendigo is nice for setting up two-deep servers in the early game and forcing the Runner to get extra breakers whereas Wormhole is great at copying the vast majority of the subroutines in this deck and can be used where you need it. It’s a very, very rude way of removing a Plascrete from a Runner with a sentry breaker out.


Tldr; wide weyland in space, mushin 3pters/ambushes out and drop kill sats on people if they steal them. Remember kids, it isn’t murder against a runner, it’s security.

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