GRNDL Wet Works

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After reviewing a few GRNDL builds on here, I've decided to take a stab at the resident Bad Girl myself. As I've told many others, GRNDL screams "I'm doing bad things, and must hide them!" and just revels in the bad publicity that it generates. In my build, I've decided that if I were to run the show at GRNDL, then I'd want to be a lot more proactive about things. I admit that I've poached ideas from other people's builds to assemble this specialist in Wet Work.

GRNDL Wet Works is a hybrid AP and Flatline deck. She is just as happy at scoring Agendas while the Runner cowers in fear, or flatlining the fearless Runner.

Blackmail has been mentioned, but is really just a Phase 2 threat against the monster's that GRNDL Wet Works intends to build and can lead to the overconfidence that ends with a SEA Source into Scorched Earth ending.

ECONOMY:

GRNDL's ID starts with 10 credits and 1 bad publicity, a significant 5 click advantage over the Runner that so far is only matched by Andromeda's 4 click starting hand advantage. GRNDL economy starts big, and we are playing to keep it big. Hedge Fund and Restructure help leverage that 10 credit start into higher budgets, but it's Geothermal Fracking and Profiteering that will really return a profit to us. GRNDL Refinery also has the potential to give us some profit, but it's primary role is a Phase 2 or 3 lure to tempt the Runner into wasting clicks and credits in the hopes of finding an Agenda.

AGENDA:

GRNDL Wet Works wants to show off exactly how badly she can wreck your day if you come snooping, and runs lean on Agends. Geothermal Fracking and Profiteering pile up the bad publicity in exchange for some significant Economy pop, with Geothermal Fracking providing emergency funds in case an Account Siphon manages to make it's way into HQ. Executive Retreat provides a hand refill while recycling Agenda overloads back into R&D. The Cleaners takes our dangerous meat damage factory and cranks the intensity up a notch each time. While there is room to shrink the Agenda density even further, the cost would be vital components to our economy.

ASSET:

GRNDL Wet Works is a study in contrasts. She intends to build 1-2 protected servers for her Agendas, but she also has plans for building a forest of servers to confuse the Runner with. If possible, the first unprotected server should be a Snare! to catch the Runner off guard and scare them into slower game play. No one expects Wayland to be playing traps, and that first Snare! will throw off their tempo. Once Snare! lands, start dropping Dedicated Response Teams and Jackson Howard outside of the deep ICE. Worst case scenario, the Runner accesses them and dedicates 3 credits a piece to remove them. Best case scenario, the Runner is aware that we have DRT in play but can't remove them, and will grow even more cautious in their tempo.

UPGRADE:

Off the Grid is a speed bump that can buy a turn to score an Agenda against the Runner by forcing them to waste credits and a click on HQ. With proper planning, an early Off the Grid can be coupled with an iceberg HQ to truly ruin the Runner's day.

OPERATIONS:

Wet Works is an euphemism for the kind of brutality that this GRNDL wants to give to the Runner, and the non-economy Operations are focused on this. SEA Source is a famous tag source against the cautious Runner, and Scorched Earth is the current king of meat damage. If The Cleaners is scored, then the Runner must keep a full hand of 5 cards or face a Scorched Earth flatline.

ICE:

GRNDL Wet Works has the economy to play with big time ICE, but her influence is too low and her clicks too precious to play with the riff-raff ICE. She has assembled an elite entourage to accompany her into battle against the Runner, starting with Guard to stop those Criminal minded Runners from worming into her accounts. Archer is a staple, and Swarm has the potential with Wet Work's economy to wreck a Runner's rig especially since Swarm can be grown to fit the Runner's capabilities. Hadrian's Wall is primarily for R&D and your Agenda server, as Hadrian starts with a significant strength in addition to growth capability. Ireress is a nasty little minx that will ensure the Runner must spend clicks and credits to dig out Yog.0 before crossing Ireress. The real star here is Draco. Draco does not require any clicks to advance his strength, but no one currently expects to face a 9+ strength sentry that Wet Works will turn Draco into. With the capability of giving a tag as well as end the run, Draco will ensure that the Runner leaves the run with only lost clicks and credits.

FUTURE: GRNDL Wet Works is flirting with both Cerebral Cast and Inazumi. If Jackson's capability do not prove themselves in playtest, then he'll find himself on the streets in favor of those two. GRNDL Refinery is a strategy that can be increased if Blackmail is heavy in the local meta to give more non-Agenda targets to waste those 3 Blackmail runs on, as well as Plan B if Blackmail really takes off in your meta.

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