Archive for July, 2015

Chameleon, v. 0

Jul 30 2015 Published by under Uncategorized

When The Underway came out, both Chameleon and Hyperdriver caught my eye. So, of course, I decided to build a deck that incorporated both of them! Here’s the initial version:

 

Chameleon

Hayley Kaplan: Universal Scholar

Event (12)

  • 2x Diesel
  • 3x Notoriety
  • 2x Quest Completed •• ••
  • 3x Sure Gamble
  • 2x The Maker’s Eye

Hardware (14)

  • 2x Clone Chip
  • 2x Cyberfeeder • •
  • 2x CyberSolutions Mem Chip
  • 3x Dinosaurus
  • 3x LLDS Processor
  • 2x Plascrete Carapace

Resource (10)

  • 2x Armitage Codebusting
  • 2x Daily Casts
  • 1x Ice Carver •••
  • 2x Kati Jones
  • 3x Personal Workshop

Icebreaker (6)

  • 3x Chameleon
  • 1x Deus X
  • 1x Gordian Blade
  • 1x Sharpshooter

Program (8)

  • 2x Datasucker • •
  • 2x Hyperdriver
  • 2x Parasite •• ••
  • 2x Sahasrara

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

 

The Chameleon side of the deck is to have it ready to install with Personal Workshop, and to match strength with Dinosaurus / LLDS Processor / Ice Carver / Datasucker. And the Hyperdriver side of the deck is Notoriety and Quest Completed.

Having said that: even as I wrote it up, I couldn’t convince myself that Hyperdriver will work. I want to play it that way for a week or so, but I imagine that I’ll get rid of those cards, at which point my tentative plan is to also get rid of the mem chips and switch to Chaos Theory. (Or maybe to Kate if I decide I’m more comfortable with 45 cards than with 40 and that I need money and/or link.) We’ll see.

And I’m not super optimistic that it will work in general; but I figure I’m way too conservative in general with icebreakers, so this will try to force me out of my shell. (And it will probably horribly backfire!)

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Leela Patel, v. 2

Jul 27 2015 Published by under Uncategorized

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 Published by under Uncategorized

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 Published by under Uncategorized

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 Published by under Uncategorized

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.

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Cybernetics Division, v. 1

Jul 06 2015 Published by under Uncategorized

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…

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VGHVI Minecraft: June 25, 2015

Jul 05 2015 Published by under Uncategorized

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

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