Welcome to Card Game DB
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Server Intrusion Kit
Submitted by
linuxmaier
, Sep 19 2014 05:56 PM | Last updated Oct 07 2014 07:48 PM
PowerTrader likes this
Text File
BBCode
Copy the Decklist Below:
Close
Aggro Experimental Theme
Kit breezes through barriers and code gates for almost nothing
Identity
Order by: NameTypeCost
Total Cards: 0
Yog goes down at the earliest opportunity, even if the Dinosaurus isn't ready. After that, try to make 1 run per turn, at least. The Personal Workshop is there to assist with getting cards out of the hand, even if money isn't there for them yet. Once the Dino is out (generally it'll be getting cheaper on the PW until it's needed to put real pressure on), Scavenge the Yog onto it. Bring out Morning Star once the barriers get tricky.
As for Sentries, Femme is there to bypass them over R&D and if necessary break them over HQ. If you see too many over R&D for her to handle, Tinkering is there to assist. Save the Tinkerings for Maker's Eye runs so you get 5 or 6 accesses off each break through.
I added the Personal Workshop, chopping the Modded and a Clone chip. I haven't tested it, but I feel like the Personal Workshop may behave better with Professional Contacts. I often found myself slowing myself down so I'd have the tinkering in hand for when I drew the Maker's Eye, and Professional Contacts would have meant drawing even more cards that I'd have to worry about trashing. Personal Workshop gives me a free way to dump the hardware and programs I don't need immediately but don't want in the trash. Any thoughts?
Changes: I cut the Parasite. It wasn't adding a lot of value in games and trying to make it work was slowing my deck down. I replaced it with Nerve Agent to add pressure to HQ (otherwise corps could just ICE the heck out of R&D and leave me much less effective) and cut the clone chips which powered the parasite and replaced them with Dirty Laundry, for click efficient money. I'll get some play with this on Monday; hopefully that will let me know where the rough edges are.
EDIT: I also added Escher, as a nasty set of sentries over R&D can lock me down until I draw Tinkerings. Escher gives me a chance to reset the board, especially since I'll be rezzing the ICE over HQ more often now.
It's worked medium well so far, I'd say. I've run Chaos Theory and Kate and I'd say they're stronger, but I love Kit's character and story and I feel like this deck works well enough to be worth tweaking.
Notably, you have to run aggressively and early with the Yog out. Worry about Dino later; you can always Scavenge it on. When they start stacking things 2 high, you've got to assess the board and figure out where the weak points are and how to apply pressure to them. Is R&D locked down too hard? Switch to HQ with Nerve Agent and throw Escher in when the time is right to open R&D again. Is everything thick? Slow down and use Tinkerings and Femme with Maker's Eye to open up heavy R&D digs.
With the test runs and scavenges, I've not really run into detrimental program trashing problems. Usually someone will throw my Yog in the trash once and I'll get it back out when I need it, but it's frankly hard to surprise this deck since it's good at turning your painful ICE into beatable ICE with Tinkering and Kit's ability.
Kate is insurmountably gross, but Kit is awesome in her own way. I think she rewards a strong player as much as a strong deck builder. You have to get a lot of early pressure out of her ability. I definitely agree with you that early Yog is more important than DinoYog.
Kate is insurmountably gross, but Kit is awesome in her own way. I think she rewards a strong player as much as a strong deck builder. You have to get a lot of early pressure out of her ability. I definitely agree with you that early Yog is more important than DinoYog.
Oh yeah, waiting for the Dino is crippling. You end up ready with a strength 5 code gate, which is great, but you're looking at lots of unrezzed ICE, any of which could be a Flare or Archer and just rip the rig apart. I've even considered throwing in Snitch to expose stuff even when the corp is leaving it unrezzed, but I think that's too defensive a play and that I should focus on hard pressure. Make them rez it because I'm going to hurt them, rather than expose it when they opt not to rez.
I don't have an expectation that this could be better than a Kate deck, or even a Chaos Theory deck, but I like Kit's story so much that it doesn't feel worth it to play one of them, just to have a higher performing deck. The game is about fun, after all
Seeing the spoiler for Switchblade, I'm now desperately trying to find a way to slot that in. Another breaker that doesn't care about subroutines! I'd have to go crazy with Cloaks, given that there's NO WAY silencer is going to fit in here, but I really want to try... It would really stick a thumb in taxing corps' eyes.
Updated: I dropped a Diesel for another Dirty Laundry. Playing at the store last night, I generally didn't want the card draw, even against Jinteki. Professional Contacts usually did the trick for me, so I figured I'd drop one of the Diesels for some extra running money. I've found Dirty Laundry is good for raising the stakes on a run, forcing the corp to think more about rezzing their ICE. That knowledge only helps for later when I'm figuring out what to Tinker or Escher.
Update: I removed 1 tinkering and 1 scavenge for 2 Same Old Things. I feel like that'll smooth things out a bit, since some games I don't need either Tinkering or Scavenge at all, and I can convert those extra copies into more of an event that'll be useful in a pinch. Also it should help against Jinteki PE.
Update from last night's tournament (I didn't fare well):
Chakana is tricky. Against NEH, I was too focused on charging it up and let the rest of the game slip. I think it'll play best when it charges up naturally, just putting a tax on the corp by making them purge every few turns while you run R&D in the normal course of being Kit.
I also threw two plascretes in there instead of Diesel because I got nuked by an NEH deck. I think the meta (at least in my area) is NEH enough that scorch is something I'm going to run into, and sacrificing the Diesels are going to be worth it, ultimately.
11 Comments
I added the Personal Workshop, chopping the Modded and a Clone chip. I haven't tested it, but I feel like the Personal Workshop may behave better with Professional Contacts. I often found myself slowing myself down so I'd have the tinkering in hand for when I drew the Maker's Eye, and Professional Contacts would have meant drawing even more cards that I'd have to worry about trashing. Personal Workshop gives me a free way to dump the hardware and programs I don't need immediately but don't want in the trash. Any thoughts?
Changes: I cut the Parasite. It wasn't adding a lot of value in games and trying to make it work was slowing my deck down. I replaced it with Nerve Agent to add pressure to HQ (otherwise corps could just ICE the heck out of R&D and leave me much less effective) and cut the clone chips which powered the parasite and replaced them with Dirty Laundry, for click efficient money. I'll get some play with this on Monday; hopefully that will let me know where the rough edges are.
EDIT: I also added Escher, as a nasty set of sentries over R&D can lock me down until I draw Tinkerings. Escher gives me a chance to reset the board, especially since I'll be rezzing the ICE over HQ more often now.
Seems interesting. Running just one each of the really big breakers is bold, especially without parasite. I'd be interested to see it in play.
It's worked medium well so far, I'd say. I've run Chaos Theory and Kate and I'd say they're stronger, but I love Kit's character and story and I feel like this deck works well enough to be worth tweaking.
Notably, you have to run aggressively and early with the Yog out. Worry about Dino later; you can always Scavenge it on. When they start stacking things 2 high, you've got to assess the board and figure out where the weak points are and how to apply pressure to them. Is R&D locked down too hard? Switch to HQ with Nerve Agent and throw Escher in when the time is right to open R&D again. Is everything thick? Slow down and use Tinkerings and Femme with Maker's Eye to open up heavy R&D digs.
With the test runs and scavenges, I've not really run into detrimental program trashing problems. Usually someone will throw my Yog in the trash once and I'll get it back out when I need it, but it's frankly hard to surprise this deck since it's good at turning your painful ICE into beatable ICE with Tinkering and Kit's ability.
Kate is insurmountably gross, but Kit is awesome in her own way. I think she rewards a strong player as much as a strong deck builder. You have to get a lot of early pressure out of her ability. I definitely agree with you that early Yog is more important than DinoYog.
Oh yeah, waiting for the Dino is crippling. You end up ready with a strength 5 code gate, which is great, but you're looking at lots of unrezzed ICE, any of which could be a Flare or Archer and just rip the rig apart. I've even considered throwing in Snitch to expose stuff even when the corp is leaving it unrezzed, but I think that's too defensive a play and that I should focus on hard pressure. Make them rez it because I'm going to hurt them, rather than expose it when they opt not to rez.
I don't have an expectation that this could be better than a Kate deck, or even a Chaos Theory deck, but I like Kit's story so much that it doesn't feel worth it to play one of them, just to have a higher performing deck. The game is about fun, after all
Seeing the spoiler for Switchblade, I'm now desperately trying to find a way to slot that in. Another breaker that doesn't care about subroutines! I'd have to go crazy with Cloaks, given that there's NO WAY silencer is going to fit in here, but I really want to try... It would really stick a thumb in taxing corps' eyes.
Updated: I dropped a Diesel for another Dirty Laundry. Playing at the store last night, I generally didn't want the card draw, even against Jinteki. Professional Contacts usually did the trick for me, so I figured I'd drop one of the Diesels for some extra running money. I've found Dirty Laundry is good for raising the stakes on a run, forcing the corp to think more about rezzing their ICE. That knowledge only helps for later when I'm figuring out what to Tinker or Escher.
Update: I removed 1 tinkering and 1 scavenge for 2 Same Old Things. I feel like that'll smooth things out a bit, since some games I don't need either Tinkering or Scavenge at all, and I can convert those extra copies into more of an event that'll be useful in a pinch. Also it should help against Jinteki PE.
I also added in Chakana for 1 RDI, since it seems a worthy play against the fast advance that seems popular these days.
Update from last night's tournament (I didn't fare well):
Chakana is tricky. Against NEH, I was too focused on charging it up and let the rest of the game slip. I think it'll play best when it charges up naturally, just putting a tax on the corp by making them purge every few turns while you run R&D in the normal course of being Kit.
I also threw two plascretes in there instead of Diesel because I got nuked by an NEH deck. I think the meta (at least in my area) is NEH enough that scorch is something I'm going to run into, and sacrificing the Diesels are going to be worth it, ultimately.