Faster Tennincat! Kill! Kill! v2

hatman 181

This is an improvement on the deck that showed up in a recent ANR Blackhats deck of the week, here. The original write-up is back here.

Here are the main ideas:

  • Use Tennin's ability to force runners to run before they're ready, and hit them with damage to limit their options. If they don't, fine, build up credits and tokens to score out/kill. If they do, fine, set up a kill.
  • Use multiple remote servers with advanced assets to make the runner unable to run safely.
  • Make the board state into a hidden list of "do not"s for the runner--if they violate any of them, either win or catapult yourself far ahead.

Here are the changes I've made:

  • -2 Ronin, +2 Shell Corporation: The economy was weak. This provides another incentive for runners to run on traps--perhaps the runner will take the bait.
  • -1 Neural EMP, +1 Medical Research Fundraiser: Neural EMP was always a bust, and its slot is better for econ.
  • -2 Successful Demonstration, +2 Hedge Fund: Successful Demonstration was nice, but only really triggered after runners face-checked a Chum or screwed up their math. Thus ends my attempts to make decks with only one or two Hedge Funds.
  • -2 Neural Katana, +2 Mamba: Mamba is BONKERS. Assume you have to have 8 to rez it. Get that out of the way. But if you imagine House of Knives as a brain damage (which is how this deck works), Mamba counters are more brain damage! Better: they can be spent all at once! Who needs Neural EMP?

As much as I like these changes, I'm not sure this deck is firing on all cylinders yet. I feel like this deck should move faster, but I'm not sure how to accelerate its game plan. Maybe that's just the GRNDL player in me, though! Let me know if you have any suggestions.

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