Beware the Open Hand [Startup]

Ytang 164

Convert runners' decks from from intentional synergies to miserable piles of hit points. The deck has 79% win-rate on Jinteki over the course of ~80 games.

Premise: Score from open remotes protected by nasty upgrades or that the runner is too afraid may be a trap. Ice assets and Archives, but not R&D or HQ.

Agendas: Fujii Asset Retrieval for 3 spike damage. House of Knives for the slow bleed and deterrence on. See How They Run core damage can hamstring runner's ability safely run, and the tags are nontrivial because of Mindscaping.

Assets: Snare! turns runners into walkers. Charlotte Caçador and Cohort Guidance Program get iced before R&D or HQ. They let us pay for Snares, fast advance, and cycle through the deck. Spin Doctor draw and recursion is always valuable for the influence, especially to cycle Snares back into R&D after they've landed.

Operations: Single click infusions of cash to fund our murder, pitch and place Fujis or Snares so the runner hits or avoids them as we desire. Plus a little tag punishment, as a treat.

Upgrades: Angelique Garza Correa says meat damage, not net, and so ignores pesky AirbladeX (JSRF Ed.) tech. It's also 2 damage for 2 credits, which is value! Daniela Jorge Inácio is functionally 2 damage to steal and another 2 to remove, which is incredible value. Hokusai Grid is not unique and so can protect R&D or HQ as well as our open scoring server. When we combine all 3, an un-iced scoring remote means 6 damage to steal with our corp ID, and if they steal Fuji, it's 8. Add 1 more for each scored HoK. Who needs ice on scoring servers?

Ice: Cheap, damaging ice of various flavors. Some cheap ETR ice of different flavors as gear-checks can be hugely valuable, especially if the runner's appropriate breakers get trashed from damage. Ablative Barrier is great to help recur our upgrades. Prioritize assets and then archives to enable Cohort.

Notes: Airblades are tricky, though not impossible. The same goes for Ashen Epilogue. Hang on to charges from HoK until they try to move faster than sensible. If they have 3 in grip and run R&D, bleed them in case they hit Snare or Fuji. Have fun, because "runners" surely won't!

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