Monkey SEA, Monkey Do

Koschei 140

Hi! This is the corp deck that I took to the Early Bird tournament on April 3rd. It's a deck that I have modified from before the rotation, and I think that it transferred alright. I will make a disclaimer that the deck needs someone with higher skill than me to pilot, as I... didn't do well at the tourney. That being said, here it is!

The ID intrigued me from the start but I didn't know quite how to make a deck that fit my personal play style. From a few weekly meetups I began to get inspired to build a deck around Divert Power. Once I had that goal, I set out to make some ridiculously janky things happen.

Notes on certain inclusions:

Divert Power - This is one of the cards that creates a big scoring window when the parts are all available. It allows many key cards to be derezzed, allowing their rez abilities to proc twice. More on those below. You can also target the space ice with this to derez, since they rez for free with the appropriate number of counters. Good targets for rezzing are unadvanced space ice (meh) or Pharos.

Reduced Service - Meant for the remote, but can also be placed at a central if the runner is hitting it too heavily. Make sure that you have enough credits to rez this twice... Divert Power allows this card to be fired again. Yup, 8 credits for +16 cost to run the remote. ID flipped? 22.

Magnet - Botulus and Tranquilizer. Thanks for playing, goodbye. Simulchip can relocate them, but then that means it's one less Simulchip for them to use with their plans.

Space Camp - Dump them in an empty archives and lolololol all the way home as they suffer for Aumakua and Datasucker counters. Against suspicious Anarchs that may rebirth to Omar, or against Alice, some care needs to be taken. Also be alert for Sneakdoor Beta, if you suspect any of these you should hold a couple ice in reserve.

Above the Law - Obvious inclusion because it's a new shiny, but also to use in targeting The Turning Wheel, Political Operative, or any other dangerous resources.

Transport Monopoly - I know there were some people on the stream curious about the applications of this agenda, and I think that in this ID the card is amazing. It stops Omar, Conduit, Sneakdoor, Legwork, Diversion of Funds, The Maker's Eye, Khusyuk, and many more. The more important purpose is to completely deny the runner a successful run on HQ. When paired with even one rez of Reduced Service this requires the runner to be richer than Scrooge McDuck, assuming enough ice was able to make it to HQ and the remote.

Trick of Light - Using the counters from the space ice after rezzing is a great use of them, in my opinion. Even if they are derezzed to Divert Power or some runner ability, the Space Camps and Akhets can easily recharge them. Two Trick of Lights can advance a Transport Monopoly from hand.

Potential Changes - The 3-pointers are flexible; I chose ones that would be taxing for the runner. Being able to rez a non-advanced space ice or a Pharos when stolen gives some tempo back to the corp.

Trick of Light can be swapped out if fast-advancing isn't what you're looking for. There's no virus hate in the deck other than the nasty archives runs, so you may want to add a Cyberdex Virus Suite to the deck in order to help facilitate Trick of Light should you choose to keep it.

Sprint - I wanted filtration, and Attitude Adjustment wasn't something I was finding luck with. Sprint lets you get rid of the cards just as easily, but it's not limited to agendas. Additionally, AA only gets you 2 credits if you have twi agendas to send back AND has a cost, whereas Sprint is 0 credits and has a more broad range of use.

Divert Power - If you change it, I would suggest removing one of the Sprints and adding a second one here. I chose to keep 1 because I knew there would be some fast runners and I wanted to get my deck going faster.

Preemptive Action - It left a sour taste in my mouth during my games in only having one.

Opening hand choices - I always keep an eye out for money (obviously) but not Mass Communication, that comes later. Akhet and either Nebula or Asteroid Belt for ice. Sprint, Wall to Wall, and Space Camp are also great. I particularly prefer Space Camp because it can be an early-game deterrent for the runner hitting archives with virus-accumulation or value runs.

I hope you all enjoy taking a look, and thanks for checking it out! Even though I didn't do it justice I believe this deck has a lot of substance to it. Feel free to make it your own :)

0 comments