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 |
What Lies Ahead |
Cyber Exodus |
A Study in Static |
Humanity's Shadow |
Future Proof |
Creation and Control |
True Colors |
Upstalk |
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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Freelance Professor v1.1 | 0 | 0 | 2 |
Inspiration for | |||
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Freelance Professor v1.3 | 2 | 2 | 0 |
Include in your page (help) |
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Main Strategy: Cost-effective early-game icebreakers are used to gain acquire an advantage early. Disruptive Anarch tools are used to extend this advantage for as long as possible to win before the Corp manages to stabilize the board and start scoring.
Economy: The primary economic piece is Magnum Opus, but heavy card draw and Freelance Coding Contract can provide a quick boost in the economy while allowing Professor to utilize programs from heap. Test Run's first job is to help get out Magnum Opus onto a Leprechaun ASAP. Once Opus is out, it can be used for search and recursion depending on the game state.
Icebreakers: The setup is pretty standard, taking the easiest to deploy and utilize. A slight exception would be my code gate solution where I used Cyber-Cypher mainly for remotes and Passport for centrals instead of using ZU.13 Key Master, but it's still up for consideration.
Programs: My primary strategy is to disrupt the Corporation so Keyhole, instead of Medium, became my main choice. For HQ, I use Lamprey for the corp strategy disruption and Nerve Agent for the multi-access to be combined and used with Imp to trash key Corp cards for more disruption. This is also my solution for Scorched Earth so this combo becomes more important vs Scorched Earth decks.
As you can see my only memory solution is Leprechaun and Djinn so ideally we would want to get these out first which makes them important to have in opening hand. After we rush one out, then we have to dig for the Magnum Opus either by draw or Test Run primarily. After this, we play like normally taking extra precaution vs trash program issues i.e. keeping a SMC out with enough credit to break an Archer or Clone Chip if Faerie is in the heap.
Update:
- Removed -1 Lamprey, -1 Scavenge, Added +1 Sahasrara, +1 Test Run: there was issues when drawing multiple scavenges and wish they were something else like Test Run. Lamprey was unimpressive when my buddy used 2 of them on me, they lacked a lot of punch. Added Sahasrara is a program that also helps provide an economic boost, combos with Clone Chip and SMC as well.
- Removed -1 Quality Time, -1 Cyber Cypher -1 Passport, -1 Crescentus Added +1 Escher, +2 Magnum Opus, +1 Zu13 Key Master: Magnum Opus is too important to not have 3 copies of to ensure I get it out early especially without having to burn a Test Run (but its still its first main job in deck). Plus additionally drawn Opus's = FCC fodder. Crescentus was a bit situational so it was an easy slot to remove for it then I squeezed my two code-gate solutions into 1 with Zu13 and that frees up another card slot. Peekay's deck helped convince me that Escher could be a huge card to play and I figured with 3x Magnum Opus, I can afford a little less draw power so -1 Quality Time for it.
Thoughts? Opinions? Ideas?
Props to Peekay's Professor deck, which pushed me to run 2 more copies of Magnum Opus and an Escher: Vivat Academia
3 comments |
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27 Aug 2014
esutter479
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27 Aug 2014
jairoe03
I'm in Hawaii, I don't get to have any competitions =( So, just going to play on OCTGN and keep updating it as expansions come out. ;) |
Favorited. :) I sorta put my own spin on it earlier, but I definitely like the way it's evolving on here. Keep it up, and let us know how it does in competition. ;)