Legality (show more) |
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Standard Ban List 23.09 (latest) |
Standard Ban List 23.08 (active) |
Rotation |
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Deck valid after Fourth Rotation |
Big thanks to Tehepicwin for this list, it's been a ton of fun to play!
The strategy for this deck is pretty straightforward: Install economy assets and tuck agendas with DBS and Spin DR til you have 2 punitive counterstrikes in hand. Then bait the runner into taking a 3 pointer and punish them.
Mulligan: at 8 agendas, mulliganing shouldn't be an issue. but you'll want to shuffle away anything with 2 or more agendas in it unless the other 3 cards have a spin dr and a dbs.
Play plan: There are 3 phases of game with this list: Economy, Bait, Panic. The majority of games you win will end in phase 2, but you can win in any of them.
Economy
During this phase, you're hoarding up economy, slamming down econ assets, and just generally having a blast. rezzing ice should happen for must protect economy like DQ or in rare cases Regolith, or if you're protecting R&D or a particularly flooded hand. An agenda access here shouldn't hurt too bad, might even work in your favor if you already have the punitives you need, but don't tilt if you don't. chalk it up to a lucky access and stay focused on the plan. get that economy up and running.
Bait
Once we have a sizable credit pool (about 40 or so), we start our bait plan. we want the runner to steal something here. This is about 7 turns into the game, and at this point you should have at least 2 punitives. The easiest way to do this is to take a bellonna or audit and IAA into the server you've been protecting DQ with. Double Tollbooth or goldfarmer tollboth is particularly taxing. Worst case scenario, you score 3 points next turn. Be wary if they've snagged an agenda already, as a lucky access off the top can mean you don't get a chance to punitive if you make the bait easy to get.
Panic
This phase happens if one of 3 things happen 1) the runner has accessed 2 agendas before you have the economy to kill the runner 2) the runner has a pile of credits bigger than you 3) the runner has made accessing your stuff super easy, such that they'd be able to multiaccess agendas easily
If we have to initiate the panic phase, this means our primary win condition has failed and we need to score out to win. This is considerably harder as we don't have a lot of ice and our agendas are super expensive to score, but it's not impossible. in this phase you abandon the punitive plan in favor of glaciering up. the economy we've been hoarding assists with this plan, but the key in winning lies in putting multiple very taxing ice in a row (think triple tollbooth or double tollbooth double farmer).
Card choices
Magnet is a solid early game blocker and shuts down chisel and botulus shenanigans, which is super valuable for this gameplan.
Archived Memories gives us essentially a 4th counterstrike in case we miss the first time or if we get one imped away
Conclusion
This deck has been super fun to play and can really catch folks out of nowhere! I've never played a Corp deck that felt like it could just play with impunity, but this gets really close. If they fight you on economy, you win. If they fight you on centrals, you win.
Big thanks again to Tehepicwin for this list and concept!
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