So Code Gate. Much Spoon. Wow.

Neuro 99

Always start with Magnum "OP" Opus. Don't panic if the Corp manages to score. Once you have Magnum Opus, Torch (and maybr either Lady, Inti or Femme) you are ready for R&D lock. In 90% of the cases you want to use Spooned on R&D.

Mid-end game your turns often look like Draw-Opus-Opus-R&D run. The bigger pressure you put on R&D the less resources the corp will have to protect HQ or even build a remote. It is important to get the timing right when to start running HQ as well.

When you run R&D with two R&D Interface and The Maker's Eye and don't find any agenda, nor anything to trash it is often useful to spend the next 3 turns just gathering wealth and spooning away an ice from R&D than run R&D again.

The corp needs at least 3 ice on a remote server to have a chance of protecting it. That means the corp will not put down any agendas for a long time once your rig is ready. Again here comes the timing question when to start running HQ. Torch is an amazing breaker so as long as it is cheap to access HQ you should always run it once a turn.

One early game trick with what you can surprise the Corp is to use Tinkering on an ice to make it barrier, play Cerberus "Lady" H1 and go for the remote, when you not have Torch yet.

On paper I can not make any arguments defending [Akamatsu Mem Chip] and Inti(/en/card/01038) being in the deck, however in the games I played so far they were actually very useful.

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