This deck is designed to choke the runner economically and force hard decisions. It does through a combination of heavily taxing ICE and high trash cost assets. It's a sort of hybrid of Never Advance and 'traditional' Fast Advance, but I think its strength is in it's ability to respond to the runner's playstyle.
The runner is generally forced into a situation where they need to decide between allowing you to continue to accumulate credits via drip economy, or losing a significant amount of tempo by trashing them. Combine this with San San City Grid and Jackson, and suddenly each and every time the runner trashes an economic asset, they're making it more difficult for themselves to get rid of the San San and Jackson.
If the runner chooses to ignore the assets and allow you to gain credits, they're powering Ash and giving you the credits you need to punish them with heavily taxing and tracing ICE. This allows you the flexibility to alter the decks playstyle depending on how your opponent decides to tackle your assets.
A few different options the deck has:
'Shell game' assets- in a tournament, one of the most important aspects is trying to understand what your opponent is and isn't willing to run on.
If you install a few face down assets on the second turn, you can find out whether your opponent is going to check all cards, some or none; whether they're willing to trash unrezzed assets. Once you know how they're going to deal with your assets, you can start to play the deck in different ways.
If they're willing to bankrupt themselves to trash it, your cheap taxing ICE is going to prevent them from getting into centrals easily.
You can switch your game from building a single taxing remote, to installing naked San-sans, Pad Campaigns and Marked Accounts. As soon as your opponents economy starts to stall, or they stop running on your face downs, you can punish them with a naked install of an agenda.
Once they've seen you're willing to call their bluff on not running the remotes, they're back into the hard decision of having to waste clicks checking assets, and waste credits getting rid of them or allowing you to have steady econ.
This deck doesn't like lots of Imps and Magnum Opus. The good thing is Imp is generally run by Anarchs, who the are the most susceptible to econ drain (they tend to have poor sustained economy- so while they will destroy your econ early, if you can weather the early game they *will* run out of cash very quickly). Magnum Opus shifts the game into a bit more of a click compression game. The trick is knowing that even with a license to print money, the runner is still going to have to click 3x and run in order to trash your assets. Installing 2 assets that cost more than 6 to trash is a favourable trade. If the runner is spending all their MO money on trashing your econ, they're not going to have a lot of cash for both installing breakers, breaking ICE and beat Ash- that's not even getting into having to get in a second time, or having to pay for NAPD, or having to trash the San San, etc. Even with MO, the runner can have some serious trouble agains this deck.
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