Chameleon Kaplan

Airigoniel 66

I thought I'd try building a deck around Chameleon and LLDS Processor. Scheherazade was a given addition, as was some form of recurring credits for installing programs - Cybsoft MacroDrive and Sahasrara. I considered building this as a Kate "Mac" McCaffrey: Digital Tinker deck, but considering 1. that I could get equivalent cost reduction in form of the recurring credits mentioned above; 2. the increased rig deploying speed of Hayley Kaplan: Universal Scholar; and 3. she saves a click when she needs more than one Chameleon out for a run, I went with Hayley Kaplan: Universal Scholar.

The deck uses Replicator (which also functions as the sole card draw engine of the deck) and Hayley Kaplan: Universal Scholar's ability to deploy her rig and reach her end-game power lightning fast, all the while threatening early accesses as soon as she's drawn her first Chameleon. Runs are very cheap all game through, costing only one credit per subroutine and strength never being an issue (until the very late game - more on that later).

The deck's biggest weakness is that you choose subtype for Chameleon when you play it, meaning that if you run on an unrezzed ICE, you will have to guess. However, as soon as you have your Cybsoft MacroDrives and Scheherazade out and two Chameleon in hand, which is about turn 3-4, deploying two Chameleons will cost you one click and net you a credit, so you basically just clicked for a credit and then ran. Depending on what you're facing, you can usually tell which two ICE subtypes will be the most likely to do bad stuff to you. Usually, this will be Sentries and Code Gates. Furthermore, you have instant speed Parasites to deal with the threat of unrezzed ICE until you have your third Chameleon. If you're really scared of dangerous ICE, giving up a free agenda to the corp while you develop your rig is not the end of the world, seeing as you will establish an R&D lock as soon as you have.

I chose Box-E over Dinosaurus since it provided an extra MU and a very much needed increase to our hand size, given that we will pretty much always be sitting at full hand with three Chameleon in hand. Do note, though, that we discard down to our maximum hand size BEFORE end-of-turn effects trigger, like our Chameleons returning to our hand, so as long as we deploy enough of them every turn to get down to our hand size (and deploying two of them for a single click netting us two credits isn't such a bad idea even if we aren't running) we won't have to discard.

In order to handle really big ICE in the late game, we have Net-Ready Eyes and Datasucker. The latter can also be used for killing off the most annoying or taxing ICE with Parasite, as normal. If we can keep the ICE on R&D to two subtypes, we will only have to deploy two Chameleons, which will only cost one click and net us two credits.

Typically, in the late game, you will want to run on R&D every second turn or so, depending on how much the corp draws. If you do, you will have 9 credits to spend per run, at a rate of 1 credit per subroutine. Your breakers will have 6, 6 and 7 strength (depending on which one you choose to boost with Net-Ready Eyes) plus one Datasucker token. In virtually all scenarios, that will be enough. If it isn't, you will have to kill that stronger ICE with a Parasite.

I'd be happy to hear your feedback!

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