Legality (show more) |
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Standard Ban List 23.09 (latest) |
Standard Ban List 23.08 (active) |
Rotation |
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Pre-rotation decklist |
Packs |
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Core Set |
Future Proof |
Opening Moves |
Second Thoughts |
Double Time |
Honor and Profit |
Upstalk |
The Valley |
Breaker Bay |
Chrome City |
Data and Destiny |
Card draw simulator |
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Odds: 0% – 0% – 0% more
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Repartition by Cost |
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Repartition by Strength |
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Derived from |
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None. Self-made deck here. |
Inspiration for | |||
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Hidden in the Valley v1.1 | 4 | 2 | 1 |
Include in your page (help) |
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The strategy here was simple. Off the Grid is my scoring server. HQ is build to at least 5 pieces of ice with the Valley Grid dropped on it. Running HQ to trash Off the Grid will reduce the runners hand size down to 0. Drop a cheap Neural EMP for the kill. Or just keep scoring agendas as the runner is afraid to run. All ice is cheap and weak, it's not there to keep the runner out of the servers, its there to knock out their hand size when they walk through it all.
Economy is all operation based. It can lead to early leads to money. This is also leads to the reason the deck being played out of Biotech. So far I have only used the Tank when choosing an ID. It's basically a free Levy whenever you want. Burnt through most of the operations? or dropped some agendas early on. It's fine, start again get them all back. It also does wonders for early game caprices keeping runners out of servers. In the event that they break in and trash her, bring her back for when she really matters.
So far the deck has only lost once, and that was due to it running out of cards. This is a very slow deck to get set up with, one of the first things that needs to be done to this is to speed up the set up process of the deck.
Enigma will likely be dropped for more Quandrys and other cheap neutral etr ice. Choosing not to break the first sub-routine negates the usefulness of Valley.
The biggest threat I can see to this is parasite recursion, but after 10-15 turns, there should be a comfortable layer of ice on the central servers. The early game might be rough though.
3 comments |
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20 Dec 2015
esutter479
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20 Dec 2015
Vaelant
At the end of the runners turn, they would need to discard down to their hand size limit. Then the corps turn starts and its back to normal. |
20 Dec 2015
esutter479
I see...pardon my derp, heh. I'm both unfamiliar with V-Grid and still waking up today...so yah, this deck seems nice. :D |
I'm confused. Valley Grid reduces hand size until the beginning of your (meaning Corp's) next turn. After the runner has made their run(s) and hand size has been reduced, it goes back up to what it was before you can play that Neural EMP, if I'm going by card text. Am I wrong on this?