Old school "Advance and Score". Lock down centrals and use Off The Grid.
Agendas:
Gov. Con. to keep the density low, also once you "score" a GRNDL it's easy to make them believe it's another one, then BOOM, 4 points. Also works with double Punitive.
Corporate War for moneh, I was using Geothermal in the first version but that deck ran BP removal, this one doesn't.
Hostile because of Hostile and archer food.
Atlas because of atlas! Overadvance one twice and you have 2 more points from the HT :)
Assets:
Eliza to rez Hadrian, Curtain, The Root, Off the Grid and even an early Archer if needed.
GRNDL... do I have to explain it?
Jackson because HOLY JESUS!
The Root, to save on making the central towers and advancing.
Upgrades:
Corporate: Just one for that nice archer kill, eventually you can recurse it with Interns.
Off the Grid, because I REALLY want to make it work!
Operations:
Interns to get back ICE destroyed by Oversight, or eventually to reposition ICE (I had to make that once).
Mutate: Because it's FUN and helps recycling Quandary or Ireress when Yog enters play.
Oversight, just useful here and there.
Punitives because when you have the money and you have them both, scoring a Goverment totally unprotected it's really fun :)
ICE:
They are all pretty simple and obvious.
Doubts:
Mainly Eliza and Off The Grid... Still need more testing...