TWIY: The Particle Accelerator

falseidol 436

Deck I've been working on the last month or so, ICE is still being updated regularly, but the strategy that has worked best for me thus far is pairing ICE that baits out breakers (wraparound, quandary, Chimera) with ICE that is difficult to pass cheaply (Tollbooth, Flare). Grim and Archer punish runners who don't bother to get their sentry breakers (but the general idea is that most runners don't recklessly facecheck if they have cards in hand/programs that they don't want to get smashed, so I use the existence of sentries as my sentry bait).

At its core, the deck is an NBN Rush deck, so lay down some ETR and start trying to score. Get to four points, and then decide the best course of action: with 1-2 astros scored, you could hope to just daisy chain agendas out of hand (because I've found that once we get into the mid-game, none of my servers are as impermeable as I would like). If you get to 4 points early, you could also just overcharge a project Beale and get to 7 that way.

The last trick up your sleeve is to combo out from 4 points, using accelerated diagnostics to play (interns, shipment from sansan, shipment from sansan) a project beale, put 4 advancement tokens, and then advance and score it with click 3 (click 1 power shut down, click 2 accelerated diagnostics, click 3 advance). Alternatively, even if you are at zero points, if the runner ever has 2 cards in hand, this combo can be used to dig up a Ronin and fire it off. Admittedly, I have not gotten to use the Ronin once yet, but I like having a last ditch flatline in my backpocket. I don't think of using the combo as the main strategy of the deck, but as a killing blow if you feel your board position slipping.

40 cards increases the likelihood of seeing my 3-ofs, as well as getting accelerated diagnostics/power shutdown by mid game almost every game. Jackson Howard is less optimal compared to tip or corporate shuffle, but since he double dips as a combo piece, I forgive his lack of speed.

Part of the strategy with the agenda spread is that, with all 2 pointers, the Runner has to effectively play to 8 points to win, while you get to match point at only 4. You do want to make sure you don't use Archer if you don't need to (since you have to sacrifice a 2-pointer), but it can also save your bacon if the runner can walk into all your servers. In a perfect world, I would be able to keep the runner tagged and play Market Research, compounding the idea that no agenda is worth as many points for the runner as they are for me, but I just didn't have the room for porous tagging ICE, not to mention closed accounts.

More or less, the deck is just ICE up and go, play money cards when you got 'em, and advance your stuff (you might have to overdraw if you need to discard the Interns, but you can generally get the runner to trash a Jackson (or if you hid an agenda in archives) so that you can just use the interns rather than trashing it..

3 comments
24 Apr 2014 ibis

How's your economy? I can see myself going broke with 1 Tollbooth/Flare. But I imagine those are "for emergencies" only, akin to the Archer. Even then, I'd probably drop the Flare for another cheap ice (2nd Chimera?). Loving the use of acc. shutdown for Ronin or Beale! I'll give this a try.

24 Apr 2014 falseidol

Economy can be tight, but Hedge Fund, SfSS, and Sweeps Week generally keep me in generally in a good place, as long as you're not too quick to get everything iced and rezzed. You want to worry about repeat multi-accesses, but the agenda count is low, 1/3 of them cost the runner, and you can reasonably afford to give up 1 or 2 agendas before you have to say enough is enough.

24 Apr 2014 falseidol

As for the ICE, I'm still tinkering with the early/mid/late game spread. But I found myself getting rolled if the runner had very cheap access to my remotes--If they stop the Astro Train and can freely trash Jackson Howard, the deck is in trouble.