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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