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System Gateway |
I am working on publishing a decklist for each of the factions, to give better options to teach the game to newer players, currently there are no bans in the System Gateway only format.
This deck was build based on Metropole Grid's Deckbuilding 101 Video. Please watch his video's as they a great way to learn.
Your goal is to win by flatlining the runner.
Your primary way to do this is by using Clearinghouse & Urtica Cipher. Clearinghouse is straight forward as you want to advance this until you have enough to flatline the runner on the start of your turn. Urtica Cipher is a buff that you want the runner to run it as if it was a Clearinghouse. Continue to advance it until it could be used as a Clearinghouse and there is a good chance that the runner will run it.
Your secondary way is to use Neurospike which requires a good enough agenda on the table to score with your first click, and typically 2 copies of Neurospike to follow up. AKA if you scored Offworld Office first click, and played two Neurospike you would flatline a runner with 3 or less cards in hand.
Agendas: *In System Gateway there are very limited options.
Longevity Serum lets you put your traps back into your deck if scored, and is a cheap 3/2 agenda for Neurospike
Offworld Office & Send a Message Allows for good economy and give you high point targets for Neurospike. Ideally, we aren't scoring these out to win, but keep in mind that is a way to win the game.
Superconducting Hub gets us to 18 agenda points, leaving our deck with a high ratio 8:44 which ~1:5.5 Cards for the runner to find an agenda.
Economy:
Hansei Review & Hedge Fund are great early economy, and can be great sustain throughout the game. Hansei Review also turns on our passive income with our identity Jinteki: Restoring Humanity.
Regolith Mining License Is your staple to get ahead on credits, play this in your remote server, when possible, but you can also place this unprotected from time to time.
Predictive Planogram can be used for credits when needed, but you will want to use it to draw cards when possible. We also run Sprint which also lets you draw and shuffle away cards you don't want like your agendas. This could be swapped around if you want to play around with it.
Seamless Launch is great to score out an Offworld Office that was installed last turn, giving you a sneaking way to get your Neurospike early.
Protection:
Diviner & Tithe are cheap and efficient ice that tax the runner in the early game and can be rez'd without large economy. Both of these can cause the runner clicks to recover cards in hand that have been lost, making it a bit easier to flatline them if they don't.
Palisade is a great staple to protect your remote server, and can be surprisingly effective against Cleaver. This is our easy protection to protect a Clearinghouse or Urtica Cipher. Brân 1.0 is included to give us another option later in the game to shore up some defenses.
Karunā is our staple trap that if the runner doesn't respect, they become an easy kill. Here the surprise is powerful, causing 2 damage can cause them to be in range of an access of an Urtica Cipher or if they don't draw back up a Clearinghouse could kill them.
Anoetic Void on a server is great protection. This can help protect an agenda or a Clearinghouse that you want to flatline the runner with.
Special Notes:
Card draw is limited in System Gateway, but if don't see reliable card draw like Spin Doctor, Predictive Planogram, or Sprint you should consider clicking to draw.
Spin Doctor allows for you to shuffle in cards that have been trashed, played, or even agendas tossed using Anoetic Void. Learning when and what targets to shuffle in with spin doctor is a great way to improve your skills.
We sometimes need to be careful how we invest our credits. Choosing when to rez Karunā, or whether to play Urtica Cipher or Clearinghouse first is challenging. Learning this will be the key to success.
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