Date: Mon, 31 Mar 1997 15:24:24 -0500 Reply-To: Netrunner Discussion List Sender: Netrunner Discussion List From: "Flack, Robert G" Organization: GE Industrial Systems Subject: CHEAP BAG O' TRICKS, Please Review Here's my attempt at a new corp deck. I simple call it CHEAP BAG O' TRICKS. My access to rares is limited. I have NO Proteus rares, but do have some commons and only 1 uncommon each. You can recommend Proteus cards, just not in large amounts! AGENDA - all advancement 4 or less except * 1 Bioweapons Engineering 1 Corporate Coup* 1 Corporate Retreat 1 Employee Empowerment 2 Main Office Relocation 1 Netwatch Operations Office* 1 Project Babylon 1 Tycho Extension ICE - all cost 4 or less except * 1 Ball and Chain 1 Banpei 1 Canis Major 1 Cinderella* 1 D'Arc Knight* 1 Data Wall 2 Data Wall 2.0 2 Fang* 1 Fatal Attractor 2 Filter 1 Fire Wall* 1 Hunter 1 Keeper 1 Neural Blade 1 Pocket Virtual Reality* 1 Quandary 2 Rex 1 Scramble 1 Sentinals Prime* 1 Sleeper 1 TKO 2.0* 1 Wall of Static OPERATIONS - all cost 2 or less except * 1 Accounts Receivable* 2 Chance Observation 1 Efficiency Experts 2 Night Shift 2 Trojan Horse 3 Urban Renewal* NODE/UPGRADE - all cost 2 or less except * 3 BBS Whispering Campaign 1 Chicago Branch 1 Corprunner's Shattered Remains 1 Dedicated Response Team 1 Hacker Tracker Central 1 Olivia Salazar 1 Rio de Janeiro City Grid 1 Rockerboy Promotion* 1 Setup! 1 Spinn Public Relations 1 Vacant Soulkiller 1 Vapor Ops The idea is to keep the advantage with a sprinkling of odd stuff to keep the Runner off-balance. Most ice is low res cost to keep my bit engine simple. It's a mixture meant to catch the runner off guard and possibly trash one or two key programs or reduce his hand to nothing (or even further ;-). A wall or codegate that stops the runner cold lets me score my simple agendas in two turns. I want to keep the advantage in bits and actions by forcing the runner to spend bits to run and keep cards in his hand as to not get flatlined. A turn he doesn't run to regroup, is a turn I use to advance & score agenda or install that other odd piece of ice. If I feel in control (even in the early game), I will install a card, creating an unprotected fort, then maybe advance it once or twice. This dares the runner to go for it. It may be a trap or an agenda. I can score the agenda on the next turn, or put the runner in the hole if it is a trap. I really like the feel of this corp deck, as it plays with the runner's head. Yet, I feel there is more strategy than luck involved. You can't play it conservatively. This deck was built without Proteus available to me. I've played it several times. It is unpredictable but effective. I've won all my matches with it (20-3, 20-0, 20-6, 20-2, two by flatline, two by score), but the local competition isn't top calibre. Suggestions are welcome as long as you stick to the basic concepts and don't recommend replacing cards with 10 or so high-demand rares. ;-) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Bob Flack flack-rg@salem.ge.com Snappy saying goes here... Oh, forget it.