SnoopEMP

gbovee 88

Try to build up Snoop power counters. Use Snoops reveal ability to determine if invasion of privacy is worthwhile. Combine with Neural EMP for the finisher. I have played a few variations of this swapping out Snare! with Edge of World and it has played pretty well.

8 comments
24 Jan 2014 Forged

Interesting concept. some questions, What do you find you need for a starting hand? How much money do you usually need to do the killing move?

24 Jan 2014 gbovee

The games I have won with the deck so far I have been when I have been able to win the economy game. I think I started with a Sure Gamble, Restructure, Private Contracts and a couple ice. I really do like to see the Snoop early and a Nerual EMP. The first game I won was kinda a fluke as we have giving me the power counters and I caught him off guard by using all the power counters to get his hand to zero and the neural EMP for the win. In that case the kill was 2 credits. I did win another when he got down to one event card and I invasion of privacy'ed it and Neural EMP for the win I had a significant credit advantage at that point. I think I would have probably had to spend maybe 5 credits to bump the trace to where he couldn't beat it. One thing I have not done yet that I would like to try is installing an agenda behind and ETR ice that he doesn't have a breaker out for and using the power counter to try and trash that breaker from his grip if he is hanging on to it. I have won a few games playing this deck just standard fast advance too. I will continue to play this for a little while and post any observations as it has been pretty fun so far.

25 Jan 2014 InfinityCoffee

Even with Snares, aren't you quite susceptible to R&D/HQ digs? After your paper walls crumble, you basically only have Uroboros to keep the runner out. Are you simply counting on your diluted agenda suite to draw the game out for long enough? Seems risky.

25 Jan 2014 Mash

Pretty close to my first version, and from my experience you dont have enough ICEs to make a good use of Chum, you don't even really want a chummed Snoop as you want the runner to at least encounter it to look what's in their hand and know if it does worth throwing an Invasion. Playing horizontal will be a pain against Whizzard, Imp and Account Siphon abusers, well to be honest it works very well against Andromeda despite her link but you will be crushed by a classic Gabe with Sneakdoor and Bankjob. You can check both of my iterations by clicking on my name to see what changes I done and why, maybe you'll find the idea for another worthy iteration.

25 Jan 2014 gbovee

You are probably right about my weak ice vulnerability however, I have found that snoop will definitely slow down the runner as it can expensive to break/beat trace and the counters are really powerful. I have not played the deck enough yet to make any adjustments but Chum will be coming out for sure. Thank you for the feedback.

25 Jan 2014 apo

not sure if this deck has a chance on r&d, but +♥ anyways for an awesome idea!

27 Jan 2014 vreely

Great deck idea. Snare becomes a lot more deadly of a surprise if you can follow it with an invasion and/or a snoop counter or 2.

29 Jan 2014 Hoywolf

The thing is a runner would at best only have 1 counter on Snoop, he would never force another one on the same one. So that means you have to get 2 Snoops AND win both traces?

I feel a smart runner can avoid a lethal turn from the corp when done correctly. A healthly runner hand will be 4 cards generally on the corps turn (even after a snare), so unless you have 2 snoops (With counters) and 3 EMPs it seems hard to kill them.

It sounds like its better to drain the hand economic of the runner and get ahead that way, but then again why not play Jinteki if that is the case?