I'm really getting tired of how messed up these boards are. They either eat my posts, or reformat them into unreadability. I don't think I can even delete a post and try again.
My current list is quite similar what you are playing.
Total Cards: (49)
Hostile Takeover x3
Posted Bounty x2
Private Security Force x3
Priority Requisition x3
PAD Campaign x3
Shadow x2 (not a fan of this, might even change to Hunter because it works very good with Chum)
Ice Wall x3
Wall of Static x3
Ichi 1.0 x2
Aggressive Negotiation x2
Scorched Earth x3
Beanstalk Royalties x3
Hedge Fund x3
SEA Source x2
Corporate Troubleshooter x2
I usually want to score Hostile Takeover very early so I can play Archer. Archer and Ichi and Rototurret has a very important role in this deck to destroy programs. Corporate Troubleshooter makes sure I succeed to destroy important program or Chum damage lands if that is important. Also Corporate Troubleshooter can defend for a turn important server with Posted Bounty. I want to stall the runner by destroying his icebreakers so I have more time to find my killing cards or score agendas if he is too weak.
This deck could use more tracing methods.
This is a quote from Surreal in another thread, but I thought it was important enough to repeat here, as I suspect that this thread is going to form the main resource for this particular deck type.
Now, I've been playing with that list, and I really like it. Corporate Troubleshooter really helps in the late-game, where you are trying to put away that final agenda in the face of a runner with a full rig. The program destruction ICE also functions as a pseudo trap, and combos well with Corp Troubleshooter.
However, there are a few things I don't like about this build. Some of those things are unavoidable, as the card pool is so small at this time. However, here are the issues I have.
1) ICE. I've got 20 pieces of ICE, but only 13 of them actually end the run. This makes setting up that initial defence of HQ and R&D somewhat more problematic, especially when you consider that we run more agendas than most corps (cards, not points). Our ICE is often fairly expensive for what it does, too.
The two worst pieces, in my view, are Shadow (which the runner can practically ignore once they have a breaker out) and Ichi 1.0 (which costs two influence despite not ending the run, and being easily broken by smart runners). I've switched Shadow out for Hunter (Chum + Hunter = <3 ), and I'm considering replacing Ichi with Data Raven. DR effectively does end the run in the early game, costs less, and demands a breaker in the late game.
2) Agendas. We run more agendas than other corps, and frankly wouldn't mind squeezing in a third Posted Bounty. My hope is that they print a three point Weyland agenda in the first expansion, which would let us rip out 2 Private Security Force and replace it with 1 new agenda and a posted Bounty.
3) Dead cards. There are a lot of dead cards in this deck that do nothing if not comboing out. I'm coming around to Aggressive Negotiations (it can fetch Archer off Hostile Takeover, and other fun stuff), and Scorched Earth is a necessary evil. However, SEA Source is a real pain. While I do want to have something that can simply tag the runner on my turn, it's a wasted draw if I a) don't have two Scorched Earth, b) the Runner has Decoy or Crash Space in play, or c) does not have less than 5 fewer credits than I do. Seeing two of these is a nightmare. I'm very tempted to drop down to one SEA Source, and use the additional influence for an Archived Memories, or the like.