Leela Patel, v. 2

Jul 27 2015

The previous version of my Leela Patel deck had been doing quite well at work—so even though it was 51 cards, I didn’t really know what to get rid of! I eventually decided to get rid of my last Dyson Mem Chip, one copy of Crescentus, and both copies of Symmetrical Visage: I didn’t end up needing much memory, Crescentus seems like it fits with the theme but in practice I never used it, and while Symmetrical Visage is nice, I mostly wanted run-based economy, and the fewer resources I have, the easier it is to float tags.

 

Here’s the result:

Leela Patel

Leela Patel: Trained Pragmatist

Event (20)

  • 3x Account Siphon
  • 2x Dirty Laundry
  • 2x Emergency Shutdown
  • 3x Forged Activation Orders
  • 3x Inside Job
  • 2x Legwork
  • 2x Special Order
  • 3x Sure Gamble

Hardware (9)

  • 2x Clone Chip •• ••
  • 3x Desperado
  • 2x Plascrete Carapace
  • 2x Prepaid VoicePAD

Resource (5)

  • 3x Compromised Employee
  • 2x Security Testing

Icebreaker (8)

  • 1x Cerberus “Rex” H2
  • 2x Corroder •• ••
  • 1x Faerie
  • 1x Femme Fatale
  • 1x Mimic •
  • 1x Passport
  • 1x Yog.0 •

Program (5)

  • 1x Crescentus
  • 3x Datasucker • • •
  • 1x Parasite ••

15 influence spent (max 15)
47 cards (min 45)

 

I took it to a tournament on Saturday; unfortunately, it did just as badly as my Cybernetics Division deck, leading to by far my worst result in a tournament. This deck was a lot closer to winning than my corp deck, so I was somewhat unlucky going 1–4 (maybe I went 2–3, I can’t remember for sure which side I won my first game with), but still: I’d been right to feel that I wasn’t sure why I was winning so often with this deck.

I’m going to leave it assembled for a while—I do like the criminal “mess with people” approach, and I still think it’s a decent deck—but I’m going to experiment with a Chameleon deck for a bit.

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Cybernetics Division, v. 2

Jul 26 2015

With the previous version of my Cybernetics Division deck, I still wasn’t getting enough use out of my traps: I need some there to make the runner nervous, but if I can’t win with them, then I need to win other ways, which means more money and ice.

So the first tweak was to remove Project Junebug, Hourglass (which was really only there to set up Ryon Knight), and one copy of Ichi 1.0 (which was a nice threat but didn’t stop people) for a third Eli 1.0, a Viktor 1.0, and a Sensei. The Sensei was probably a bad choice (though it’s been useful one or two times when playing)—it’s not a great piece of ice in general, and in a deck without a lot of ice it’s probably even worse—but in general the idea behind my additions was to slightly increase the number of ice that I have and then use one of them to set up a second remote for an economy server. (I actually had a decent number of economy assets, I just couldn’t keep them alive.)

That seemed like it was a little better, so I continued the theme: I got rid of one Cerebral Overwriter and one Ryon Knight, adding in a second Melange and a second Viktor 1.0. I figured that would give me a decent chance of keeping a Melange alive for a while, and (as with so many decks) if I have a lot of money then good things can happen.

 

Here’s the resulting deck:

Cybernetics Division

Cybernetics Division: Humanity Upgraded

Agenda (10)

  • 3x Accelerated Beta Test
  • 1x Priority Requisition
  • 3x Project Vitruvius
  • 3x Self-Destruct Chips

Asset (12)

  • 3x Adonis Campaign
  • 1x Cerebral Overwriter
  • 1x Edge of World ••
  • 2x Jackson Howard • •
  • 2x Melange Mining Corp.
  • 2x PAD Campaign
  • 1x Ronin ••••

Upgrade (1)

  • 1x Ryon Knight

Operation (7)

  • 3x Biotic Labor
  • 3x Hedge Fund
  • 1x Restructure

Barrier (5)

  • 3x Eli 1.0
  • 2x Heimdall 1.0

Code Gate (5)

  • 1x Sensei •
  • 2x Turing
  • 2x Viktor 1.0

Sentry (4)

  • 1x Architect
  • 1x Cortex Lock ••
  • 1x Ichi 1.0
  • 1x Komainu ••••

15 influence spent (max 15)
18 agenda points (between 18 and 19)
44 cards (min 40)

 

Unfortunately, it’s still not good. I can often get the runner off of their feet, but turning that into a kill or 7 agenda points is hard. And they often get into R&D early and/or have multi-accesses on it late, so it’s easier for things to snowball their way than mine. (I even had situations where I took Melange turn after Melange turn, had dominating economy, but couldn’t quite get the agendas I needed to win before they sniped one.) I took it to a tournament on Saturday; the deck went 1–4 (I think; it might have been 0–5?), and it deserved those losses.

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NBN Interference, v. 0

Jul 19 2015

I’ve had recent corp decks focused on bludgeoning my opponent and on reducing their hand size; at some point, I actually am planning to build a deck based on straightforward scoring, but my ideas there involve HB, and I already have one HB deck assembled. Also, at work, there are some very successful resource-based runner decks right now, so I figure we need some more tagging. So I decided to build a deck mostly around tags, though I threw in some program destruction as well, and some recursion defense.

Here’s the initial version:

 

NBN Interference

NBN: Making News

Agenda (12)

  • 3x AstroScript Pilot Program
  • 1x Breaking News
  • 2x Chronos Project
  • 3x Market Research
  • 2x Project Beale
  • 1x Restructured Datapool

Asset (14)

  • 2x Aggressive Secretary •• ••
  • 2x Blacklist
  • 2x Daily Business Show
  • 2x Jackson Howard
  • 2x Marked Accounts
  • 2x PAD Campaign
  • 2x Primary Transmission Dish

Operation (11)

  • 2x Hedge Fund
  • 2x Midseason Replacements
  • 2x Psychographics
  • 2x SEA Source
  • 3x Sweeps Week

Barrier (3)

  • 2x TMI
  • 1x Wraparound

Code Gate (3)

  • 1x Inazuma ••
  • 2x Tollbooth

Sentry (11)

  • 2x Archer •• ••
  • 2x Data Raven
  • 1x Gutenberg
  • 2x Ichi 1.0 •• ••
  • 2x Information Overload
  • 1x Rototurret •
  • 1x Virgo

15 influence spent (max 15)
22 agenda points (between 22 and 23)
54 cards (min 45)
Cards up to Breaker Bay

 

I’ve played it a few times; I don’t think it’s a great deck, but if I just force out SEA Source at the right time, I can do some damage, and if I can continue to stay ahead on money, then Midseasons and Information Overload make an amazing combo. And of course there’s always the classic Midseasons / Psychographics / Project Beale combo.

The best game, though, was against one of my coworkers who has an amazing Haley deck; once it gets going, has these combos of large hand sizes (Beach Party, filled up with Game Day) feeding his multiple installs, paid with by Power Nap and a bunch of other double events. And there’s Starlight Crusade Funding supporting the doubles, with Adjusted Chronotype and Gene Conditioning Shoppe preventing him from losing clicks from Starlight Crusade and Beach Party.

In that game, I managed to play two Sweeps Weeks right after he’d double-Beach-Partied plus Game Day to get his hand size to 14 cards; 26 credits in two clicks is pretty good! And I tagged him (I can’t remember if it was Midseason’s or SEA Source) to get rid of Aesop’s, so he had a hard time getting rid of the Beach Parties, leaving him down on clicks. He started to recover from that, but then I landed a Chronos Project just before he was about to Levy, so all of a sudden he only had 13 cards available in total, most of which were already in his hand. Then, a bit later, after one more tag, I got rid of Adjusted Chronotype and Gene Conditioning Shoppe while leaving him two resources installed that each cost him a click; and, it turns out that running with only two clicks per turn doesn’t work very well.

 

So the deck isn’t a complete disaster, at least; that one game was a total fluke, but I’ve won a couple other times with it. It’s just a first pass; I imagine I’ll fiddle with the ice significantly, and probably cut down on the program destruction. I think it’s probably a useful addition to our local meta; I’m not at all sure I’ll be able to evolve it into something that wins even half of its games in tournaments, though.

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Leela Patel, v. 1

Jul 07 2015

The initial version of my Leela Patel deck had 55 cards, which was ridiculous. And, when playing it, there were indeed some cards that I never played; unfortunately, they actually largely served useful roles, they just were the wrong cards. So I swapped out two copies of HQ Interface with two copies of Legwork, and two copies of Crash Space with two copies of Plascrete Carapace. That last swap did at least mean that I didn’t have any resources that I would be really sad to lose, so I got rid of my Decoy, but otherwise, that didn’t help with the card count.

Nels suggested that I didn’t need the Dysons: his attitude is that Sneakdoor Beta (which is the main memory hog) is useful for a time, but then you discard it once you need memory pressure. The thing is, with one Sneakdoor Beta, I couldn’t even count on that; so I ended up removing the Sneakdoor, one Dyson (the second may go away soon), and also one copy of Emergency Shutdown (because my HQ access isn’t particularly reliable now). And with no non-event multi-access, Demolition Run was much less useful, so I replaced it with a Parasite.

 

Here’s the current state: 51 cards, so it’s still bloated:

Leela Patel

Leela Patel: Trained Pragmatist

Event (20)

  • 3x Account Siphon
  • 2x Dirty Laundry
  • 2x Emergency Shutdown
  • 3x Forged Activation Orders
  • 3x Inside Job
  • 2x Legwork
  • 2x Special Order
  • 3x Sure Gamble

Hardware (10)

  • 2x Clone Chip •• ••
  • 3x Desperado
  • 1x Dyson Mem Chip
  • 2x Plascrete Carapace
  • 2x Prepaid VoicePAD

Resource (7)

  • 3x Compromised Employee
  • 2x Security Testing
  • 2x Symmetrical Visage

Icebreaker (8)

  • 1x Cerberus “Rex” H2
  • 2x Corroder •• ••
  • 1x Faerie
  • 1x Femme Fatale
  • 1x Mimic •
  • 1x Passport
  • 1x Yog.0 •

Program (6)

  • 2x Crescentus
  • 3x Datasucker • • •
  • 1x Parasite ••

15 influence spent (max 15)
51 cards (min 45)
Cards up to The Valley

 

The main problem that I’m having now with winnowing it down further is that it’s actually doing surprisingly well! (And I am very glad I have three copies of Desperado.) I definitely don’t feel like I’m getting my icebreakers out quickly enough, but I’m also feeling that I’m messing with people enough even without a full breaker suite.

So I’m really not sure what to do next. Get rid of the remaining Dyson? I haven’t actually used Crescentus yet, though I’ve seen some situations where I was a credit or two off from it setting up a perfect combo; maybe get rid of one or both of those? (But it still seems like derezzing is useful for Leela, and I just got rid of one Emergency Shutdown…) It seems ridiculous having both three sentry breakers and three code gate breakers; but if I’m feeling that I’m not getting to my breakers enough, then reducing those might not be the right tactic. Security Testing is nice but hasn’t paid off hugely in practice; maybe ditch that, or Symmetrical Visage? Maybe ditch one copy of Account Siphon, though the counterargument there is that three of them increases the chance that you’ll get them early, where they are by far the most useful? (So maybe ditch all three? But keeping the corp broke is very useful, especially if I want to play Forged Activation Orders.) Heck, maybe deal with my icebreaker-finding troubles by adding in a third Special Order?

I dunno: I think that, for now, I’ll keep on playing it and try to figure out more about the core of this deck.

One response so far

Cybernetics Division, v. 1

Jul 06 2015

My initial version of my Cybernetics Division deck was workable, but had some issues. I picked a useless 3-point agenda; Sundew never survived long enough to matter (and I didn’t have enough ice that I wanted to protect it); and the ice mixture was off. So I swapped out Utopia Fragment with Priority Requisition, Sundew with Melange, and replaced one Hourglass and Checkpoint with Pop-up Window and Komainu.

That was a bit of an improvement, but two Junebugs plus two Cerebral Overwriters left me with too many advanceable traps and no non-advanceable traps other than Ryon Knight. (Who, given that he was an upgrade, meant that he frequently wasn’t a surprise.) And, given that I actually am building up a decent-size scoring server, and that all but one of my agendas are three-cost, I realized: Edge of World would be a pretty good trap for this deck. So I swapped out one Junebug with an Edge of World, and replaced Pop-up Window with Architect.

 

Here’s the current version:

Cybernetics Division

Cybernetics Division: Humanity Upgraded

Agenda (10)

  • 3x Accelerated Beta Test
  • 1x Priority Requisition
  • 3x Project Vitruvius
  • 3x Self-Destruct Chips

Asset (13)

  • 3x Adonis Campaign
  • 2x Cerebral Overwriter
  • 1x Edge of World ••
  • 2x Jackson Howard • •
  • 1x Melange Mining Corp.
  • 2x PAD Campaign
  • 1x Project Junebug •
  • 1x Ronin ••••

Upgrade (2)

  • 2x Ryon Knight

Operation (7)

  • 3x Biotic Labor
  • 3x Hedge Fund
  • 1x Restructure

Barrier (4)

  • 2x Eli 1.0
  • 2x Heimdall 1.0

Code Gate (3)

  • 1x Hourglass
  • 2x Turing

Sentry (5)

  • 1x Architect
  • 1x Cortex Lock ••
  • 2x Ichi 1.0
  • 1x Komainu ••••

15 influence spent (max 15)
18 agenda points (between 18 and 19)
44 cards (min 40)
Cards up to Chrome City

 

It’s still doing okay; winning sometimes, but not particularly reliably. (But I think one of my coworkers’ runner decks is both unusually good and unusually well-suited to this deck.) I have enough ice and econ to be survivable, but both feel a little low; maybe I should get rid of a trap to add more ice? Or even a Jackson?

If there were a Netrunner tournament next weekend, I’d probably try it out there and then retire it; unfortunately, that will have to wait until the 25th this month. But I might start working on another corp deck soon anyways…

One response so far

VGHVI Minecraft: June 25, 2015

Jul 05 2015

For the June Minecraft session, my dilemma was that I liked the village that Pat and Miranda had built, and I was interested in exploring near there (and maybe working more on a nearby cave), but it was really far from home. I’d been thinking that maybe I could build train tracks, but I wasn’t looking forward to that; fortunately, Pat had a better suggestion, namely build train tracks in the nether! (I hadn’t realized that one nether block was equivalent to sixteen regular blocks; good design decision, that.)

A villager contemplates the river

A villager contemplates the river

Building a nether portal

Building a nether portal

The portal is active

The portal is active

I spent a long time staring at this - not sure why it took so long to load

I spent a long time staring at this – not sure why it took so long to load

A building housing the nether portal

A building housing the nether portal

We decided to both build train tracks, so away we went. For some reason I didn’t take any pictures of the construction process, and actually the photo hotkey I was using ejected me from the train, so I didn’t take pictures riding it, either! But here’s some pictures of the two ends.

Runaway trains, from when I tried to take pictures en route

Runaway trains, from when I tried to take pictures en route

Both our tracks, at the start

Both our tracks, at the start

Pat's tracks at the other end

Pat’s tracks at the other end

My tracks at the other end

My tracks at the other end

The portal at the other end already existed: in fact, Miranda had built a building near there, that had since gotten partially destroyed. And there were actually two portals in the real world leading to the one nether portal; one was less well placed, so I destroyed it and relit the other.

Partially destroyed library

Partially destroyed library

A duck is surprised by my appearance through the portal

A duck is surprised by my appearance through the portal

Looking over to the city

Looking over to the city

The ruins of the wrong portal

The ruins of the wrong portal

Relighting the correct portal

Relighting the correct portal

No responses yet

VGHVI Minecraft: May 28, 2015

Jun 14 2015

For our May Minecraft session, we pretty much hung out in the same place where we’d been in April, where Pat and (towards the end) Miranda had been building a sort of stockade village.

I flew around for a bit, and ended up returning to a large, strangely round cave nearby:

Flying around in a rainy sunset

Flying around in a rainy sunset

The entrance to the round cave

The entrance to the round cave

Looking down into the cave

Looking down into the cave

Coordinates, for my future reference

Coordinates, for my future reference

I wanted to do something with the cave, but I wasn’t sure what: the entrance in particular was so big around round that I wasn’t sure what I could do that would make it look better instead of worse. I eventually decided that I didn’t like the area right outside the entrance, so I wanted to put some color there.

The first version that I actually took a picture of. I liked the black and blue border, but the gold was a bit much.

The first version that I actually took a picture of. I liked the black and blue border, but the gold was a bit much.

Green, maybe?

Green, maybe?

Or red?

Or red?

How about purple?

How about purple?

Emerald, to match the texture of the blue?

Emerald, to match the texture of the blue?

Diamond?

Diamond?

Those were all too gaudy; maybe some gold ore?

Those were all too gaudy; maybe some gold ore?

Diamond ore?

Diamond ore?

The ores didn't work.  White?

The ores didn’t work. White?

I'm tired of doing these one at a time, let's look at three options at once.

I’m tired of doing these one at a time, let’s look at three options at once.

Black, but a darker black (and a different texture) than the outer ring.

Black, but a darker black (and a different texture) than the outer ring.

I liked the black best of the options so far; maybe add a white dot in the middle?

I liked the black best of the options so far; maybe add a white dot in the middle?

Or a white triangle?

Or a white triangle?

A gold triangle, maybe?

A gold triangle, maybe?

Or a gold dot?

Or a gold dot?

What if I stick a torch on it?

What if I stick a torch on it?

Or leave the torch but ditch the gold dot?

Or leave the torch but ditch the gold dot?

I kind of liked the look of the torch, but it seemed a bit weird sitting there on the ground in the middle, so I went back to black.

I kind of liked the look of the torch, but it seemed a bit weird sitting there on the ground in the middle, so I went back to black.

Lots of work for a carpet. And I still don’t know what to do with the cave itself! Though I later returned to another part of the area surrounding the cave entrance, this time a ledge high up on the right:

Adding a railing and leveling out a ledge

Adding a railing and leveling out a ledge

Putting in a chest and workbench

Putting in a chest and workbench

Anyways, enough of that area. I went back to the stockade village (not very far away at all):

A nice wood / river between them, you can barely see the roofs of the village

A nice wood / river between them, you can barely see the roofs of the village

What's that small hole on the right river bank?

What’s that small hole on the right river bank?

And then I saw a small hole; I went in to explore, and there was a massive cave inside! I didn’t take too many pictures, but it was one of those great Minecraft moments, where you never know what will happen when you enter a hole or go around a corner.

Lava visible through a cave tunnel

Lava visible through a cave tunnel

Emerald ore

Emerald ore

Some mine shafts

Some mine shafts

Back outside

Back outside

Anyways: the village. First, Pat and Miranda finished it off a bit more:

Finishing a house

Finishing a house

Beds inside one of the houses

Beds inside one of the houses

That room's ceiling

That room’s ceiling

A house by the river

A house by the river

A view from the top

A view from the top

Then, once they’d gotten the houses habitable, they started spawning villagers.

Spawning a villager

Spawning a villager

More villagers

More villagers

The villagers examine the structures

The villagers examine the structures

Inside a house

Inside a house

The village at dawn, with lanterns added

The village at dawn, with lanterns added

Inside the main building

Inside the main building

Villagers outside at day

Villagers outside at day

They spawned a golem, too

They spawned a golem, too

The golem is in the water

The golem is in the water

One last view of the whole village

One last view of the whole village

One response so far

Leela Patel, v. 0

Jun 13 2015

I’m trying out Leela Patel for my new runner deck. And I’m honestly not sure what else to include to synergize with the corporation’s identity. Emergency Shutdown and Crescentus will increase the number of cards that I can use my identity power on. And once I’ve bumped cards back to HQ, maybe I can try a Demolition Run? Also, derezzing ice suggest Forged Activation Orders and Compromised Employee; HQ runs suggest Sneakdoor Beta and something for multi-access.

So I threw in all of those and a bunch of other generally good criminal cards, a completely uninspired set of icebreakers based around the core Anarch breakers, and a bunch of other random stuff; the result is the following bloated (55-card!) deck:

 

Leela Patel

Leela Patel: Trained Pragmatist

Event (20)

  • 3x Account Siphon
  • 1x Demolition Run ••
  • 2x Dirty Laundry
  • 3x Emergency Shutdown
  • 3x Forged Activation Orders
  • 3x Inside Job
  • 2x Special Order
  • 3x Sure Gamble

Hardware (11)

  • 2x Clone Chip •• ••
  • 3x Desperado
  • 2x Dyson Mem Chip
  • 2x HQ Interface
  • 2x Prepaid VoicePAD

Resource (10)

  • 3x Compromised Employee
  • 2x Crash Space
  • 1x Decoy
  • 2x Security Testing
  • 2x Symmetrical Visage

Icebreaker (8)

  • 1x Cerberus “Rex” H2
  • 2x Corroder •• ••
  • 1x Faerie
  • 1x Femme Fatale
  • 1x Mimic •
  • 1x Passport
  • 1x Yog.0 •

Program (6)

  • 2x Crescentus
  • 3x Datasucker • • •
  • 1x Sneakdoor Beta

15 influence spent (max 15)
55 cards (min 45)
Cards up to The Valley

Deck built on http://netrunnerdb.com.

 

I’ve tried it out once, and it actually won: Emergency Shutdown plus Forged Activation Orders is a good combo. But there’s a lot of work to do here; I’ll play it a few more times before making changes, though.

One response so far

Cybernetics Division, v. 0

Jun 10 2015

I enjoyed my Industrial Genomics deck, but I figured it was time to move on. I was tentatively planning to do a Replicating Perfection deck, or maybe some sort of NBN, but then I looked at the new data pack, and realized that Cybernetics Division, Self-Destruct Chips, and Ryon Knight could be fun to build a deck around. Which would, of course, mean that I’d be building another kill deck! But at least with a different identity, and this time I’d try keeping it down to the minimum (well, 44 cards) instead of bloating it up, and I’d try leaving a real possibility for an agenda win.

 

Here’s the initial version:

Cybernetics Division

Cybernetics Division: Humanity Upgraded

Agenda (10)

  • 3x Accelerated Beta Test
  • 3x Project Vitruvius
  • 3x Self-Destruct Chips
  • 1x Utopia Fragment

Asset (13)

  • 3x Adonis Campaign
  • 2x Cerebral Overwriter
  • 2x Jackson Howard • •
  • 2x PAD Campaign
  • 2x Project Junebug • •
  • 1x Ronin ••••
  • 1x Sundew •••

Upgrade (2)

  • 2x Ryon Knight

Operation (7)

  • 3x Biotic Labor
  • 3x Hedge Fund
  • 1x Restructure

Barrier (4)

  • 2x Eli 1.0
  • 2x Heimdall 1.0

Code Gate (5)

  • 1x Checkpoint ••
  • 2x Hourglass
  • 2x Turing

Sentry (3)

  • 1x Cortex Lock ••
  • 2x Ichi 1.0

15 influence spent (max 15)
18 agenda points (between 18 and 19)
44 cards (min 40)
Cards up to Chrome City

 

Pretty obvious ideas: the identity and Self-Destruct Chips whittle down hand size, Cerebral Overwriter and Ryon Knight are there as traps to help with that process, Heimdall and Ichi might be windfall brain damage (but probably won’t), Ronin is there to provide a potential kill on my turn, and Junebug is there to provide a potential kill on their turn. (And I guess Cortex Lock can do that too; it’s also there because I’m going for a fast game, and Cortex Lock is cheap and is disproportionately powerful at the start.)

Checkpoint may dissuade some runs, and there are various pieces of ice designed to get the runner to waste their clicks, to activate Ryon Knight, and to just plain be tough / expensive to break. And there are a decent number of economy cards, and Biotic Labor plus three-point agendas to use them on. (I’m not sure whether I’m going to want to biotic out the Self-Destruct Chips early to let me put hand pressure or biotic out the two-pointers to help me win.) It’s low on ice in general: my feeling is that I want enough ice to let me score in the early game while the runner is setting up their rig, and then I’ll place a few more strategic pieces of ice to let me survive into the middle game, but if the game goes on for a long time then I’ll have lost.

I was hoping that there’s enough uncertainty about the meaning of both unadvanced cards and double-advanced cards for me to be able to bait the runner into wrong decisions.

 

I’ve tried it out twice so far, and my initial conclusion is: it’s definitely workable. I won both of those games, even though in both my opponent had cards to increase his hand size. (There seem to be a lot of those out these days, it seems like an area where FFG is actively exploring the design space.) One was through a flatline, the other was my first corp win via agenda points in more than two months. In particular, the number of ice actually turned out to be reasonable, and the amount of economy was also reasonable: I wasn’t swimming in money, but I had enough, and I did a reasonable job of having my scoring server alternate between agendas and Adonises. (And, uh, the occasional trap.)

I have no idea why I chose Utopia Fragment as my 3-point agenda: in this deck, its ability will almost never be relevant. And I don’t think Checkpoint is a good idea; maybe I’ll just swap that for a second Cortex Lock? I doubt that I will stick with two each of both Hourglass and Turing, but I don’t yet have a good feel for how those will play out in practice. (In particular, to what extent they will activate Ryon Knight; incidentally, another question is whether I should find room for a third copy of him.)

After my previous deck, one Ronin doesn’t feel like enough. Also, Sundew is a little too tempting / vulnerable to last long. So I may make changes that take one or both of those into account.

Cerebral Overwriter remains one of my favorite cards.

One response so far

Industrial Genomics, v. 2

Jun 04 2015

Version one of my Industrial Genomics deck was a significant change over version zero. It got rid of a lot of the random cards, and added a second Cerebral Overwriter to add more possibilities for bad things happening if my opponent ran against a double-advanced card. I took it to a tournament, it went 4-1, and I stopped losing with it at work. So clearly those changes were a big improvement: it was going to be my corp deck for Regionals, the only question is what tweaks I wanted to make.

The deck is set up to have the possibility of scoring agendas, with the Caprice + Ash + Red Herrings combo, but in practice: I never win that way. Sometimes I win through a bad R&D access; sometimes, I win through Ronins. So I wanted to increase the chance of that happening.

I swapped my third Caprice for a third Ronin, and I tweaked the ice to be a bit more straightforward: Chum was a threat that never landed, and while I still think Kitsune might have possibility, it doesn’t turn into a kill, so I removed those, added a third Komainu, and decided to experiment with Crick. That helped; after that, I noticed that I was always discarding Subliminal Messaging (and frequently not using it even when I could, because it was more valuable face down in archives), and while Cyberdex Virus Suite is a potential archives trap, I wasn’t getting hurt enough by viruses for it to be effective, and I really want the sorts of traps that can damage people. So I got rid of those and swapped in a Project Junebug (since I often end up with Ronin triple- or even quadruple-advanced), and a Zaibatsu Loyalty to try to protect against exposes.

(Incidentally, one thing I didn’t consider doing is slim the deck down from 59 cards. It works just fine with 59 cards.)

 

Here are all the changes:

  • -1 Caprice Nisei
  • -1 Cyberdex Virus Suite
  • -1 Subliminal Messaging
  • -1 Chum
  • -1 Kitsune
  • +1 Ronin
  • +1 Project Junebug
  • +1 Zaibatsu Loyalty
  • +1 Crick
  • +1 Kitsune

 

And here’s the full deck:

Industrial Genomics (59 cards)

Industrial Genomics: Growing Solutions

Agenda (10)

  • 3 Fetal AI
  • 1 Hades Fragment
  • 2 NAPD Contract
  • 1 Philotic Entanglement
  • 3 The Future Perfect

Asset (29)

  • 2 Cerebral Overwriter ** **
  • 2 Hostile Infrastructure
  • 3 Jackson Howard * * *
  • 2 Melange Mining Corp
  • 3 PAD Campaign
  • 1 Project Junebug
  • 3 Ronin
  • 3 Shi.Kyu
  • 3 Shock!
  • 3 Snare!
  • 3 Sundew
  • 1 Zaibatsu Loyalty

Upgrade (8)

  • 2 Ash 2X3ZB9CY ** **
  • 2 Caprice Nisei
  • 2 Hokusai Grid
  • 2 Red Herrings ** **

Operation (3)

  • 3 Hedge Fund

Barrier (2)

  • 1 Wall of Static
  • 1 Wall of Thorns

Code Gate (3)

  • 1 Crick
  • 2 Lotus Field

Sentry (4)

  • 1 Cortex Lock
  • 3 Komainu

 

This is the best deck that I’ve ever built, no question. My coworkers haven’t beaten it (I believe) since version 0, it went 4-1 at a casual tournament, 5-2 at Regionals, and those weren’t flukes. Honestly, I don’t understand why Industrial Genomics isn’t a lot more popular: I’m sure that there are counters, but a fairly typical scenario is that, after scaring the runner over their first Archives runs, I get a bit of asset defense to stick, which is enough to keep Melange alive for two or three turns (happily discarding an extra card each turn while I do that), at which point I have enough money to rez whatever I want. So then I have enough ice to make the runner think twice about runs on central servers, I can rez a Hostile Infrastructure to give a second layer of asset protection, and the PAD Campaigns and Sundews start giving me as much money as I want.

And, at this point, I just start double/triple/quadruple advancing assets, because money is no longer an issue. Some are Cerebral Overwriters, some are Ronins. And generally, either people go and kill themselves or I get one Ronin triple-advance and one quadruple-advanced, and win.

This takes a while, but that’s okay: there are only 10 agendas out of 59 cards, and people get nervous making runs. (And the Shi.Kyus may mean that they’ll need to steal four agendas instead of three.) But if my opponent doesn’t run, then it’ll just be harder and harder to trash assets, and I’ll build up more and more money. Which, I think, can in some circumstances be okay for the runner, if they build up lots of money too and just eat the extra trash cost, but it makes runners quite nervous to not have a clear strategy to win. Also, those 59 cards mean that it will be very hard to deck me.

I ran into a surprising number of Astrolabes at Regionals; at first, it made me unhappy, because I create new servers all the time. But, actually, it ended up fine for me: it means that I couldn’t get cheap kills from runners who don’t keep their hand full, but it also meant that runners went through their decks more quickly than they would have otherwise. Of course, I also ran into a decent number of Levys, but I’ve more than one game where runners Levied and then went through their deck a second time: I’m a lot closer to decking them than they are to decking me. (Yes, I know you technically can’t deck the runner, but net damage gets a lot more serious if you can’t draw back up after it!)

 

Like I said, I don’t understand why Industrial Genomics isn’t a lot more popular. (Other than that, well, most people don’t want to be assholes the way I do!) But probably part of that is that I’m not good enough to see the counters that would make the deck less reliable. (Or that I just don’t appreciate how reliable top-tier decks can be, because I’ve never played them: I should set my sights higher than 5-2.) Exposing is certainly one possible counter; and there have been a lot of cards recently that increase runner hand size. Maybe I should throw a second Zaibatsu Loyalty to help with the exposes? And cards that clear out the runner’s entire hand to help with large hand size? (Fortunately, I’ve already got Komainu.) And I guess I have to maintain the possibility to score, too, just in case I lose two Ronins and can’t resurrect them.

I’m getting better at faking, but I probably should occasionally put out Snares instead of leaving them in my hand. And, for that matter, I should also put out unadvanced 3-cost agendas or double-advanced 5-cost agendas, too, to increase the number of possibilities that unadvanced or double-advanced cards can represent. And maybe another Project Junebug would be good, to increase the chances that bad things happen when running against bad cards. A third Hostile Infrastructure would help, maybe a third Hokusai Grid (I really like having one on R&D; incidentally, I’m also thinking that Red Herrings is useful either in HQ or R&D).

But, if I’m going to add cards, I need to also remove cards (I don’t think I want to go to 64 cards…), and I’m not sure what. Maybe I really should give up on Caprice and Ash. (Which will give me influence for a third Cerebral Overwriter!) Maybe I can lose an ice or even two: Crick is probably not quite pulling its weight, and I could probably lose one of the barriers. Hard to say. Also, I’m considering swapping the Philotic Entanglement with a third NAPD: Philotic has some real potential to do damage, with the assistance of Shi.Kyu, so at times I’ve tried just leaving it around unadvanced for a while, but I’ve never gotten it to land a real killing blow.

Honestly, I’m not sure what I’d do next with this deck. I’m going to move on for the time being: Regionals are over, so it’s time to experiment, and it’s not a pleasant deck to play against. But I may bring it back at some point in the future, to see if I can figure out more improvements.

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