Hyperdigger

Srobb 8

Continuing with ridiculous Hyperdriver decks that've been coming out, this has been giving me great results at GNK events and casual play the last few weeks. Winning games in one turn by accessing 17 newly-shuffled cards is worth the setup time and looks of disgust as the corp hands over half their deck.

Game plan here is to have:

  • The breakers to get into HQ
  • At least two Hyperdrivers
  • At least one Medium, and either Keyhole or the other Medium
  • More money than the Corp, and a Vamp
  • ...leading to an R&D with no rezzed ice, and the plan is pretty obvious by now

To get there, mulligan for Personal Workshop or Professional Contacts, and start digging through your deck. Get clickless econ set up from Workshop, Daily Casts and Data Folding, host programs on Workshop to get them out of your hand, and if your opponent doesn't know it's coming, hang onto the Hyperdrivers in your hand. Use Hayley's ability to speed up installs of econ resources and any programs you think you can use right now, especially Leprechaun and SMC - usually keep breakers on the Workshop until you need them. Make a few threatening runs if you've got the breakers ready and they're trying to score or have exposed econ assets, but a huge credit pool and a full Workshop should be enough to slow down corp play. It might be a combo deck, but it still has the econ and breakers to get accesses - just don't run on R&D!

Once you're set up, use Workshop, SMC and Hayley's ability to pull two Hyperdrivers from your deck or hand onto Leprechauns, and take a 10-click turn. Vamp the corp to zero so R&D will be free to run, Keyhole until your Medium(s) are charged up, then alternate Keyhole runs to shuffle and Medium runs to see new cards until you've got 7 points.

A few things are going to slow or stop this from happening:

  • Very aggressive rush decks or fast advance that can win within the 8-10 turns it takes to get set up. Definitely beatable, and if a fast-advance deck get lucky enough to find the tools and money to win by turn 8, it's probably going to do so against most decks.

  • Extremely strong corp econ, coupled with assets and problem ice on HQ can be an issue. The breaker suite can deal with most ice cheaply, but something like a Susanoo-No-Mikoto or a Crisium to kill on R&D can leave you too poor to land the Vamp, or steal NAPD's when you find them.

  • An iced R&D will also be a problem. Whether it's Executive Boot Camp, scored Accelerated Beta Tests or a Pop-up Window on R&D paying for more ice to be rezzed, you'll need a more significant money lead to get through this

  • Upgrades on HQ, especially Caprice, Batty and Crisium have to be cleared out before running Vamp. Particularly with Caprice, this can tax you to lower money than the corp, and delay the winning turn. More Nisei tokens than you have Vamps will also be a problem.

  • Hitting certain cards in R&D can be a problem. Snare's won't fire, but Shock! in Industrial Genomics, Fetal AI, Jinteki PE's ability and Cyberdex Virus Suite can all slow you down. If you're lucky, you can hit them with Keyhole rather than Medium, but hanging onto a Deus X can help.

  • Flatlines on the corp's turn. Posted Bounty -> Scorched Earth, or a double Ronin kill are possible even if you're passively setting up, so look for the Plascrete Carapace and Deus X if you need them

To get around these, you can consider changing things around to counter your meta. Career Fair influence, and in a pinch Keyhole influence can be moved around. Losing them slows down your setup time a little, and Analog Dreamers can replace Keyhole to force shuffles on the Medium runs if you need to. Plascrete and Armitage Codebusting can also go if you don't expect to need them. In exchange:

  • Clot will slow down fast advance

  • Parasite and Crescentus can deal with ice already rezzed on R&D, with Parasite dealing with Pop-up too.

  • Same Old Thing can help recur Vamps against RP builds with Nisei counters

  • Moving to Magnum Opus can help if you're facing extremely rich corp decks, but Armitage will usually be enough, and can be installed clickless with other resources

  • A single Drive By will clear out annoying psychic sysops from HQ before you run

  • Clone Chips are great if you're expecting PE decks that'll hit important programs out of hand, or you feel you'll need to recur Lady, Deus X or Sharpshooter a few times.

And if you can't get things set up in time, or the Hyperdriver turn doesn't win you the game, you're still sitting on a deck with good Shaper breakers and enough money to get the last agendas from a scoring server or HQ. Which is the only place they'll be, since you've probably just accessed their entire deck.

It's far too janky to be tournament-playable, and I'm sure plenty of people have experimented with the idea so far (thanks to Ber especially!), but it's great to play, and'll hopefully give a few of you some fun games.

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