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About Brigaldio

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    Towson, Maryland, United States
  1. Corp decks are much more rigid in their deckbuilding - the basic building blocks (agendas, ice, economy) have to be there in certain proportions. Once all those are in, you usually have about 9-12 cards that you can use to customize your deck, which isn't that much room. Runner decks, on the other hand, can choose between a lot more options for two basic functions - If you can make money and break each sub-type of ice, you're in business. So while it's "easy" to make a corp deck in that a lot of your choices are dictated by the design of the game, it's a lot harder to make a successful corp deck because the runner generally has a better economy and more access to deck manipulation effects. As for the best runner... Eh, that's likely to start a war. Prior to Mala Tempora there were a few generally accepted strong decks: Andromeda with Anarch breakers and Kate with Datasucker and Atman were top contenders.
  2. Hudson 1.0 has a subroutine that states "the Runner cannot access more than 1 card during this run." With respect to Archives, the rulebook states as follows: Archives: The Runner accesses all cards in Archives and any upgrades in its root. The Runner turns all cards faceup when accessing them, and does not need to keep them in order. The Runner steals all agendas in Archives and cannot trash cards that are already in Archives. After accessing Archives, all cards in Archives return to Archives faceup The FAQ also has this to say about Archives: Accessing Archives: When the Runner makes a successful run on Archives, he turns all cards faceup in Archives before accessing them. Then he accesses and resolves individual cards one by one, in any order he wants. This leads to a couple of potential interpretations of Hudson 1.0's interaction with Archives. 1) Hudson 1.0 will protect the integrity of cards in Archives with the exception of the 1 card that the runner chooses to access. The accessed card returns to Archives faceup as normal, or is stolen if it is an agenda. The runner does not turn over any other facedown cards in Archives. 2) Upon a successful run on Archives, all cards in Archives are turned faceup, then the Runner chooses one to access, scoring an agenda if one is accessed. 3) Although the Runner only accesses one card, the Runner still steals all agendas in Archives, and cards not accessed are nevertheless returned to Archives faceup. --- As written, the rules specify three separate effects that occur upon a successful run in Archives: Runner accesses all cards Accessed cards are turned faceup and need not be kept in order Runner steals all agendas in Archives After accessing cards, all cards in Archives are returned faceup. The FAQ adds that all cards are turned faceup prior to access, and clarifies the order in which the Runner accesses them. --- Personally, I feel that the first interpretation is more true to the intent behind the card, and makes Hudson 1.0 much more useful. However, the rules as written allow for ambiguity in interpretation. The second interpretation is a result of the FAQ's modification of the core rules - from "cards are turned faceup when accessing" to "cards are turned faceup before accessing." There is some ambiguity about how this interacts with limitations on accessing. Either A) only cards that would be accessed are turned faceup, or B) all cards are turned faceup, then access occurs. If all cards are turned faceup prior to access (whether they may be accessed or not), that diminishes Hudson 1.0's value on Archives considerably. Although the Runner may only access one card, he may look at all cards in Archives before choosing which one to access and can steal an agenda if one is present. The third interpretation is possible because the rules as written don't make it clear that accessing cards is a necessary condition to the other effects happening. The third effect, particularly, seems to draw an implicit distinction between accessing cards and the rest of the cards in Archives. This interpretation would make Hudson 1.0 useless on Archives because all agendas would be stolen regardless of whether they are accessed or not. --- Potential fixes: In order to fix this situation, FFG might consider the following language as an errata to the Archives entry: Archives: The Runner accesses all cards in Archives and any upgrades in its root. Accessed cards are turned faceup, then the Runner resolves those cards in any order he chooses. Agendas accessed from Archives are stolen. All other accessed cards are returned to Archives faceup. Cards in Archives do not need to be kept in order. Cards already in Archives may not be trashed. This wording would eliminate the ambiguity, although it does change "all cards in Archives are turned faceup prior to access" to "all accessed cards are turned faceup prior to resolution."
  3. I have a feeling it will be kind of like the HB big box. The faction will get a bunch of options that aren't ultimately relevant because the same strategies that exist now will dominate. When's the last time you saw a successful HB brain damage deck? Right, you didn't, because fast advance is just better.
  4. I'm not sure about the one-of False Lead. You don't have Scorched Earth, or Private Security Force, or Neural EMP, so what exactly are you aiming for when you forfeit False Lead? Usually False lead is used to end the runner's turn after they take a tag or hit a Snare!, allowing you to flatline them through some combination of cards before they can remove the tag or draw back up to a safe number of cards. Ronin kind of works for that, but you only have one Ronin. One Ronin scares no one.
  5. Dice Minus Seven has my breakdown of the results from the Plugged-In Tour (at least, what's been available so far). TLDR: Criminals (Andromeda specifically) are crushing everything. Weyland: Building a Better World is dominating on the Corp side. Anarchs as a faction are under-represented in both general appearance and winning deck appearances. Shapers are the most popular faction choice, but are severely under-represented in winning deck appearances compared to their overall representation. My data is limited by not having the top 8 breakdown from each event, but can nevertheless present a decent view of the current meta. This is important, since the card pool for Worlds will be the same as it was for the Plugged-In Tour.
  6. I've just posted a follow up to my Corp deckbuilding guide on Dice Minus Seven. This time I'm looking at the Anarch faction, since that's been my main faction for a while now. Runner deckbuilding is a bit different from Corp deckbuilding in that there are fewer constraints on what you need to include, so it's more about weighing the merits of different combinations of cards to achieve the same purpose. Still, it's there for anyone who's interested.
  7. I've seen a couple of requests for a corporation deck-building guide, so I put one together on my blog. Feel free to stop by and check it out. Dice Minus Seven TLDR version: a reasonable base for a corp deck can be made from 18 ice, 9 economy cards, agendas to 20 points, additional cards to taste (49 cards total).
  8. The only thing this really works with is Midseason Replacements, since that's the only card that gives the quantity of tags you'd need to make it worthwhile. I'm already paying 5 credits for midseason, then spending three clicks next turn to gain 6 and undo most of what I did to begin with. That doesn't sound great to me. Any other time the runner is taking tags in quantity, they've decided that there's no longer any point in being cautious. This is usually when the runner is on 5 or 6 agenda points. When that occurs, usually the last thing I want is to be spending clicks for money - I'm digging for answers to the new position. Either Scorched Earth or Psychographics play much better here than clicking for 2 creds. Just my input. I think it needs more upside.
  9. Prior to the release of Opening Moves, data from OCTGN suggested that the runner has a noticeable advantage over the corporation, which improves to a significant advantage when the runner is criminal. See Here. This effect was more noticeable among the more highly-ranked players. We're going to have to see how Howard Jackson affects corp balance, since he's pretty much the best thing going for corps right now, and he just came out. The ability to selectively draw and shuffle agendas back into R&D is going to have a big impact on the state of the game - much more than Rework did since HoJay has more upside. How much of a dent will it put into the runner advantage? I'm not sure. My gut feeling is that it will help, but it won't immediately shift the overall percentages to 50-50.
  10. With one copy of everything you can really only run 1 runner and 1 corp deck at the same time without cutting essentials like Sure Gamble/ Hedge Fund. You need an extremely compelling reason to exclude those cards from any deck right now. You'll also be missing the full set of useful two-ofs like Neural EMP, SEA Source, Astroscript Pilot Program, Archer, Melange, Datasucker, Corroder, and Account Siphon. Not to say you can't do multiple decks, they just won't have the best economy.
  11. Everyone in the Baltimore area seems to have adopted Andromeda with the Anarch icebreakers, and it's a very hard deck to beat. Between Desperado and Datasucker, you're getting a lot of free money for running, and Account Siphon/ Emergency Shutdown ensures that the corp can't rez anything you can't deal with. It's a real pain to figure out. I realize not everyone wants to buy three core sets, but Desperado is such a beating in Andromeda.
  12. 49 cards is actually considered to be something of an optimal deck size for corps. I've played against another player who used both Oversight AI and Bioroid Efficiency Research. It's really annoying when your opponent is rezzing Heimdall 2.0 and Janus for practicalll nothing. You can usually get through a server if you're willing to take some brain damage, which is where traps come in. Come to think of it, you don't have Oversight AI in here. Playing with big expensive ice is ok, but you'll get eaten alive by criminal decks if you can't use Oversight AI and Bioroid Research. Emergency shutdown is such a beating against big ice. Also, I don't think you have enough economy to support all that big ice. Especially if you're relying on bioroids. People are just going to click through your stuff and trash your economy. You might consider a few smaller things that stop the run.
  13. Looks a lot better. You should do just fine with that build. Only thing I might trade is one or two pieces of ice for a trap of some sort. With this setup, it's harder to bluff a Junebug because you don't have anything that you need to advance twice, but an Edge of the World would work pretty well, and would allow you to put additional pressure on your opponent with PSF. Alternately, you can bluff an Aggressive Secretary for one, which can be effective. Or to get the money going sooner you could replace one or two ice with Beanstalk Royalties. Up to you, but you probably don't need 18 ice in a 40 card deck. Certainly it will make it run a little more consistently (not as many mulligans for low ice), but won't be as explosive. Having money for an early Midseason can be pretty important. Only other thing I can think of is to maybe have a couple cheap pieces of ice to allow you to protect a server from inside job early. Maybe Pop-Up Window, Hunter, or Chum if you want to use influence (Chum on a Data Raven is pretty nice, but you're not using anything to punish tags outside Psychographics, so the value is a little more limited). Remember that you "ice curve" is being compressed a little by the fact that you have fewer cards in your deck than normal. People usually run 18-21 pieces of ice in a 49 card deck, so you can get away with running 15 or 16 and keep the same ratio of ice to other cards.
  14. You'll get a lot more mileage out of Private Security Force and Astroscript than you will out of the larger agendas that you're running. Midseason into PSF can just win you the game outright, and Midseason into Astroscript, while not game-winning in itself, is certainly useful, as you can use it to chain another Astroscript or fast-advance a Beale. Also, having the three point agendas makes it hurt a lot more when the runner steals an agenda to trigger MSR. In a tournament setting, you're going to want to limit the number of agenda points that your opponent gets as much as possible. I prefer PAD Campaign and Marked Accounts in this type of deck, partially because those can be gaining you passive money if you manage to get a Midseason / PSF lock on someone. Hedge Fund is not worth losing. I much prefer Viper over Eli. The problem with Eli is that the runner has the option to click past, which becomes more problematic as the game goes on, and is just downright bad on remote servers. Chimera is good on remote servers, but can be a drain on your resources in the early game. One of the things you can do in this deck is amass a large number of credits and then unload an enormous MSR into Beale for all the points. But that requires money, which you won't have if you're rezzing a Chimera every turn. Data Raven is easily a three of. It fits into your game plan, and costs the runner additional money and clicks even if they can break it. It's one of the best pieces of ice in the game. Enigma has fallen out of favor in my area due to the rise of criminal decks running Yog.0. The last thing you want is to spend time and money on ice that becomes irrelevant. Again, Viper is a better choice because it forces the runner to acquire more cards to complete runs. You have no large pieces of ice, which makes me nervous. A deck that can get the right breakers out along with an R&D interface or Medium will just eat this deck for lunch. You should have a few big pieces of ice that take a fair amount of resources to get through so that you can hard-stop the runner if you need to. --- So my advice would be to re-think your agenda and ice choices and add in Hedge Fund.
  15. If your idea is to get up and running quickly, I would ditch Darwin and swap in some number of Modded - that empties your hand of two cards with one action while decreasing your setup cost - exactly what you want first turn. Sneakdoor is one of the better cards you can be running as a criminal, whether you're Andromeda or Gabe. If you can threaten weakly-defended remote servers with a combination of Inside Job and Crypsis for long enough, the agendas will build up in your opponent's hand and you can use Sneakdoor to snag points. Sneakdoor also combos well with Emergency Shutdown when your opponent thinks that they've safely protected a remote with something big, like a Tollbooth. I might take out some of the Anarch influence cards in favor of a R&D interface (card is a beating) to make your runs more effective overall. Xanadu can be very effective as well.
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