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 |
What can you do with a lot of bad publicity?
This deck is designed to make utter heaps of cash, and puts it to use on making big static defenses. Huge ice leave you vulnerable to derez effects, but I frequently have ~30 credits floating, so I can sweat 1 or 2 derez. Cash also helps keep the threat of sea source hanging out there over their heads.
This deck can fairly consistently rez big ice on both HQ and archives to protect itself from cheap shutdowns. And when it makes a remote fort, boy is it expensive to get in. To make big ice effective, you have to be able to drag the runner down that column of ice. To that end, I have 6 copies of cards that can be played for a beneficial effect, and vanish as the runner passes the last ice. Mills clears your bad pub (you will have a lot!), and jackson reshuffles your economy, all while forcing the runner to make a move.
Naturally to apply the above concept, you need to be rushing out agendas. Putting down a govt contracts behind a hadrians with an ireress on top (to prevent inside job), lets you get to near match point with 1 more agenda (project atlas with 2 counters = game...pretty much). This plays very rushy, while forcing both breakers and economy, while still threatening a sea source (runner blows their cash beating the ice).
Now the elephant in the room. Why Ireress?? Funny thing happens with ireress....if you have no other ice that requires a code gate breaker, they have to dump 5 on yog to offset bad pub, which is a tough value proposition. I left tollbooth in because it still costs yog 3 IF yog can even beat it. Otherwise its fully functional against any other code gate breaker. Ireress is a lot better when you give yog no other purpose. Also, free inside job protection!
Possible edits: Instead of Janus, Muckraker seems to be a good option, surprise tagging (only rez when they'll stick), and you can clear the bad pub with elizabeth. Janus is more fun to make double scorch viable past a plascrete, or early game when the plascretes aren't out yet, and grip is their protection.
Veterans program: No space for this, but would be interesting if I started using illicit ice like swarm, right now half of my bad pub in a game is from hostile takeover, so it would make no sense to swap VP in.
Thoughts?
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