Big Spoon

pjr86 7

Clean up your place, because Kit is coming over... and I don't mean 'hanging out after happy hour once in a while,' I mean 'wearing your sweatpants and leaving a toothbrush in the bathroom.'

R&D lock is the name of the game, and Cyber-Cypher is the weapon of choice. You won't be particularly adept at accessing protected remote servers, but the Corp can't score agendas if they can't draw them. (If you need access, the combination of Gordian Blade and Atman will do in a pinch.)

The Maker's Eye and R&D Interface may seem redundant, but it is no problem to see these cards early and often. Modded softens the install cost on your interfaces, but there are also plenty of eligible targets for Modded elsewhere in the deck.

Early game aggression with Kit's ability and Spooned threatens multi-access unless the Corp can continually install and rez ice on R&D. This deck will frequently get multiple 3+ card R&D accesses in a game, often times in the 4-5 card range.

A typical turn involves running R&D, forcing the corp to rez ICE. If there is anything unrezzed or scary behind it, either bounce off or break the nasty stuff and then jack out. Next turn, run Spooned to get rid of it. If the corp goes vertical, you're slowing them down and forcing them to continually pay install (and rez) costs. Ideally, you have forced the corp to rez the innermost ICE and you can break it with Atman, so even a double-iced server isn't safe. If they try to rush horizontal, you will have no problem establishing R&D lock.

Maya provides cheap MU needed to keep up the Magnum Opus economy. The ability can be useful for burying combo pieces or clearing the way for another deep dig, but I don't trigger it all that often.

Multithreader allows for continuous pressure in the form of probing / Spooned runs, but I plan to test -1 Multithreader +1 Clone Chip, because MU can be a problem and being able to bring back an Atman or even a Cyber-Cypher could make the difference in getting a game-winning R&D dig.

This deck can win early through aggressive multi-accesses, but can also win late through ICE attrition. I've had a lot of fun playing it, and feedback is appreciated!

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