Episode 30

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On Our Agenda:

Breaker Bay Card Highlight: Corp

– This week we finish our discussion of Breaker Bay with the Corp portion of the data pack. This includes discussion on potential new archetypes, our thoughts on the new server-specific ICE, and the power-level of new cards like Breaker Bay Grid.

Gauntlet Testing: A Primer

– Panelists Wilfy Horig and Liam Prasad give us a primer on this all-important type of playtesting. As we’re well into regional’s season, this is a segment you won’t want to miss!

Episode 30

Episode 29

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On Our Agenda:

Breaker Bay Card Highlight: Runner

– The Panelist’s are geared up and ready to continue the SanSan road trip with this pack so excellent, we just had to spread it out over two episodes. In this section, we cover the Runner cards from Breaker Bay, including discussion on potential Hayley lists, and the impact of cards like Study Guide.

Lukas Litzsinger’s Game Design at NYU

– After watching Litzsinger’s recent video presentation about the design of Android: Netrunner, and it’s metamorphosis from the 1996 CCG, Jesse Marshall shares with us his thoughts and hearty recommendations.

Episode 29

Episode 28

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On Our Agenda:

Deck Tech: Silhouette Control

– Panelist Liam ‘Shielsy’ Prasad is back from his week off with a Silhouette Control brew based off the ‘Au Revoir’ economy shell. This deck tech feeds into a deeper discussion on Runner economies, deck-choices for tournaments and the importance of match-ups.

Out In The Wilderness: The Remote

– The Panelists break ground on the analysis of the remote server. The game has shifted off the centrals and back onto the remotes. What do you look for when building your remote? What is the best way to navigate a remote as the Runner? What are some of the more unique ways Corps will have to utilize remotes in the future?

Deck Lists:

Shielsy’s Criminal Control

Episode 28

Episode 27

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On Our Agenda:

The Winning Agenda Presents: Deck-Strava-Ganza 2015

Deck Tech: IT Department Control

– Panelist Wilfy Horig is back with his latest list; a glacial HB control list that leverages the power of IT Department. Horig takes us through the evolution of his list, and how it changed through testing, most notably finding the perfect ICE suite for this unique strategy.

Deck Tech: Stealth Andromeda Control

– Special Guest Hollis Eacho is reunited with us all the way from Alabama via the power of the internet, and brings with him a list for Stealth Andromeda. He explains the best pieces of the stealth archetype, and the support cards he believes are best utilised to the full effect of the strategy.

Deck Tech: Argus Security Aggro

– Panelist Jesse Marshall finally opens up about his Argus list. Designed in a similar style to that of Cambridge PE, this unique and extremely aggressive take on Argus might just be the direction corps need to go in the current meta.

DECKLISTS

Wilfy’s IT Department Control

Hollis’ Stealth Andromeda Control

Jesse’s Argus Security Aggro

 

Episode 27

Episode 26

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On Our Agenda:

The State of the Meta: Corporation

– 2014 Australian National Champion Jesse Marshall takes discusses the interesting place that Corps are currently at, from what’s lack on their side of the table, to some of the interesting tools and opportunities at their disposal.

The Weyland Consortium: Revisited

– In a follow-up to his recent article, Jesse Marshall discusses his favourite faction in-depth. He touches on what Order and Chaos brought to the table, what is lacking in the faction, and shares some interesting ideas as to where the faction could go.

Episode 26

What’s Wrong With Weyland?

The Weyland Consortium is Unwell

There is something wrong deep in the grey-green halls of the company of Jack and the Beanstalk.

Weyland ICE is weak, and even the Consortium’s reputation for making quick cash ruthlessly and consistently is under threat as it fails to develop new techniques to keep pace.

All that Weyland has to fall back on is its willingness to punish transgressors with bombs, guns and explosives.

Unfortunately, canny Runners are wise to their tricks: Kitting themselves up like an armoured fridge, employing decoys and declaring boldly that they’ve seen it all before.

Weyland’s card pool is in an identity crisis: The cards seem to push deckbuilders towards Midrange or Control strategies which seek to establish a remote quickly and score agendas behind moderately sized ICE.

However, the economy cards, the ICE and the upgrades in-faction are too weak to support this strategy, and the answers to meat damage weaken Weyland’s alternative plan of attack.

This article will examine the strengths and weaknesses of the current Weyland Consortium card pool and present a wish list for future cards to enable growth in diversity of Weyland decks.

The Strengths

Good Identities

I firmly believe that Building a Better World is one of the best IDs in the game. If some of the issues below were fixed, it would be a powerhouse.

Blue Sun is a very powerful ID with some excellent support cards. Oversight AI/Curtain Wall is a huge economic boost but requires quite a bit of deck space and is sometimes unreliable in the mid to late game.

Again though, Blue Sun struggles to perform some of the fundamentals: Namely keeping the runner out of remotes.

If Weyland had a defensive upgrade or some more viable remote server ICE, Blue Sun would be a big beneficiary because it has more of the other architecture in place already.

Argus Security and Titan Transnational are both very promising. Argus requires runners to rethink their strategies completely, and an aggressive Argus deck can give most runners severe headaches.

Titan Transnational suffers from economic issues and the weakness of Weyland ICE, and would sit alongside Blue Sun as my IDs of choice if Weyland received some better defensive capabilities and another premier economy operation.

Meat Damage

The meat damage threat is real.

Unfortunately it becomes plan A all too often, which renders most Weyland decks impotent, (or at least severely hampered), when faced with Plascrete Carapace.

If meat damage is able to return to being a secondary win condition because Weyland can more reliably score 7 points through remotes, it will be healthy for the faction over all.

The power of meat damage, (and the lack of power in other areas), is one of the reasons why this strategy is so ubiquitous in Weyland decks at the moment. The imbalance between meat damage and scoring through remotes stifles deckbuilding creativity, soaks up influence, and reduces deck diversity.

The Weaknesses

There are five key areas integral to Corp play in Netrunner where Weyland is consistently behind the curve:

  1. ICE:
    1. Uncreative, poorly scaling barriers
    2. Weak or narrow sentries (Archer excepted)
    3. Extremely limited code gates
  2. Economy:
    1. The weakest premier economy operation of any faction, (Beanstalk Royalties), with no credible second option.
    2. Situational economy assets (Mark Yale)
  3. Difficulty Scoring Through Remotes:
    1. Lack of defensive upgrade
    2. Lack of punishing ambush or hostile Asset to enable effective shell games in remotes.
  4. Weak agendas
  5. Lack of access to either of Jackson Howard’s abilities in-faction (card draw or archives recursion/shuffling)

There is also one glaring issue with Weyland’s secondary meat damage strategy:

  1. Inability to tag reliably in-faction to turn on meat damage/tag-punishment cards.

Taken together, these problems mean that Weyland has to import cards from other factions to fill each of these holes.

This makes deckbuilding a chore, and means that creativity is stifled as you are shoehorned into including efficient out of faction cards rather than being able to be experimental because you cannot do the fundamentals well enough in faction to support creative strategies.

ICE

Weyland ICE is, I’m sorry to say, largely rubbish.

Almost every Weyland deck I build has to splash for ICE from out of faction. I end up playing almost exclusively out-of-faction or neutral ICE. The only in-faction ICE I will reliably include are Ice Wall, Archer, and possibly Caduceus.

Most of the advanceable ICE are almost unplayable and take up space in the card pool that could be filled by functional ICE. The “cannot be advanced while unrezzed” ICE is awful, and unfortunately the celestial ICE from Order and Chaos is just too slow and not impacting enough when it does fire.

The designers have seemed to try and give Weyland situational ICE to answer some of its weaknesses. For example; Taurus to counter Plascrete Carapace; Builder to make advanceable ICE more efficient; and Shadow to tag and provide economy.

What these narrow cards do instead is pollute the Weyland card pool with linear cards that have little application outside of narrow strategies. None of the ICE I’ve mentioned end the run, yet they take up ICE slots and soak up credits just to make your other cards function as you need them to.

Many of Weyland’s strategies are either non-complementary, or require too many support cards to work, especially when you want to utilise multiples of them.

For example; advanceable ICE require their own support suite, (Constellation Protocol, Builder, Commercialisation, Shipment from Kaguya); meat damage requires its own suite, (Midseason Replacements/SEA Source, Scorched Earth, Traffic Accident); and Blue Sun’s economy requires its own suite (Oversight AI, Curtain Wall/Hadrian’s Wall).

These cards come packaged together so that there is very little room for modularity. You can’t pick and choose elements of each strategy, because each one demands you go deep in order to realise even rudimentary efficiency or power.

Archer has been the mainstay of Weyland decks for a long time, but it cannot defend remotes on its own and in many games is best placed on a central because of the proliferation of one-shot answers, (Faerie, Sharpshooter, D4vid), all of which are commonly played.

The other, (very significant), weakness of Archer is its reliance on Hostile Takeover. Playing Archer without Hostile Takeover is difficult-to-impossible and is horrible from an economic standpoint.

Playing Hostile Takeover forces bad publicity, which makes it far more difficult to utilise NAPD Contract reliably. This also makes it harder to justify playing Caduceus, which is serviceable on its own, but is far worse when bad publicity enters the equation.

Fire Wall, Changeling and Lycan: Three middle cost ice that could have been useful for a remote scoring strategy, are simply too far behind the power curve with only one subroutine apiece for a hefty rez cost.

Hive is the sort of ICE that Weyland needs for its remotes, but it scales down too significantly in the late game. Hive’s drawback is so severe that decks other than Blue Sun cannot afford to make that sort of investment in a piece of ICE that will not help them to score their last two or three points.

Ice Wall is an excellent aggressive piece of ICE, but Weyland decks, with the exception of Argus, cannot be aggressive. They do not have the economy to defend against increasingly diverse threats to centrals whilst scoring out multiple agendas early, behind small ICE. The economic equation of the ‘supermodernism’ style deck just doesn’t balance any more because Runners are too fast and too efficient.

The Solution (ICE)

Weyland needs:

      • more ICE with multiple subroutines;
      • more code gates (the existing in-faction code gates are all weak with the exception of Wormhole, which is expensive and unreliable);
      • more viable sentries that trash programs, gain money and/or end the run; and
      • more barriers with diverse subroutines in addition to ending the run.

These ICE should cost between 4 and 7 credits but should have 2 or more relevant subroutines, including an ‘End The Run’.

Economy

Each faction has at least one premier economy operation. HB has the Clearances, Jinteki has Celebrity Gift, NBN has Sweeps Week and Weyland has… Beanstalk Royalties.

Beanstalk is the weakest of the lot, except when it is played in Building a Better World (where it is excellent). What this means for other Weyland IDs is that they are effectively held back when compared to the Core Set ID, and have to find other avenues to economic efficiency.

In-faction, there are only two other options: GRNDL Refinery, which is both inefficient and very risky as an economy engine, and Mark Yale, which is only viable in Titan Transnational and doesn’t provide any benefit in the first three or four turns when economy is most vital for the Corp.

Weyland has, (finally), received some more viable economy ICE in recent times in the form of Errand Boy. Unfortunately the rez cost and low strength of Errand Boy do not compare favourably with the return provided by Popup Window, given the latter’s rez cost of 0.

In any case, relying on ICE that doesn’t end the run for economy is not where a faction that begs to be played defensively wants to be. Caduceus is decent, as mentioned above, but is weak to both Mimic and Runners who have bad publicity credits, both of which occur all too often.

The Solution (Economy)

Weyland needs another proactive and reliable way to make money, preferably an operation (which should be pushed in power level and not be a transaction).

Remotes

This one is pretty glaring to anyone analysing the card pool: Weyland lacks a way to reliably force agendas through remotes. Jinteki has Caprice Nisei, HB has Ash, and NBN has Red Herrings.

In addition, these factions all have realistic, playable assets to install into remotes and bluff as agendas: Aggressive Secretary, Cerebral Overwriter, Project Junebug, Snare, Psychic Field and to a lesser extent Ghost Branch.

These cards all have a significant impact on the game if they are accessed by the Runner. Additionally, Runners have to think twice before running remotes purely because these cards exist. For Weyland, however, the threat is significantly less credible due to the lack of such cards in faction.

The Solution (Remotes)

Weyland needs a credible Ambush, a good defensive upgrade, or preferably both!

Weak Agendas

With the exception of Project Atlas and Hostile Takeover, (and to a lesser extent High-Risk Investment), Weyland’s agendas are weak.

Hostile Takeover is a liability. It restricts the corporation’s ability to effectively tax runs, and makes Weyland work harder to play the best neutral agenda; NAPD Contract.

NAPD would otherwise be a perfect fit with Weyland’s Midrange, remote-focused strategy.

The bigger agendas struggle from the lack of an ambush or defensive upgrade. The other problem with Weyland’s bigger agendas is that they don’t feed into the defensive game plan; they are all geared towards the meat damage/credit race game plan.

This makes scoring a bigger agenda less of a boost to a taxing, remote focused deck. Geothermal Fracking often actually makes it harder for a defensive corporation to win, due to the corrosive nature of bad publicity to any taxing remote.

Weyland’s 3/1s are awful: Posted Bounty should not have to be forfeited to tag, (as it is you HAVE to score it to kill otherwise it is just awful value), and Vulcan Coverup has an almost inexplicable drawback which is a fatal blow to the card’s playability.

The Superior Cyberwalls cycle is not where corporations want to be. Compared to some of the better 3/1s; House of Knives; TGTBT; Director Haas’ Pet Project; and Licence Acquisition, these Weyland 3/1s are very weak and do not support a remote-oriented gameplan.

The Solution (Agendas)

It would be good to see a Weyland agenda that effectively bolsters ICE, (something like Project Wotan), or allows the Weyland deck to interfere with the runner’s rig and open scoring windows through remotes. HB has a lot of these tools, and Weyland almost completely lacks them despite having only one 3/2 agenda and being required to play 5/3s or 4/2s to win.

Weyland’s over-reliance on Hostile Takeover and the associated bad publicity is a huge issue. I would like to see Weyland receive a 2/0 agenda with a relevant power counter ability, (perhaps clicking and spending the counter to trash a Killer), which can replace Hostile Takeover and allow reliable rezzing of Archer.

Summary

Weyland needs to reduce its reliance on meat damage as a path to victory and develop its defensive capabilities.

ICE, economy cards, agendas and upgrades are all required to make this strategy stronger, but the addition of more efficient in-faction cards in at least one of these areas would free up some influence and allow for more creative deckbuilding in the Weyland faction.

Thanks for reading – feel free to hit us up on Twitter, Facebook or at thewinningagenda@gmail.com if you want to continue the conversation or let me know your thoughts on the state of the Consortium!

 

Jesse Marshall is the 2014 Australian National Champion and Panelist on The Winning Agenda. When not advocating for air-strikes on the apartment buildings of known hackers, he is a corporate drone, avid Netball, Cricket and AFL fan. You can check out his ramblings on twitter @jessedgmarshall

 

What’s Wrong With Weyland?

Go Hard Or Go Home: A Look At Aggressive Strategies in Netrunner

I love to go fast.

I’m a fan of winning, too. In a perfect world, I’ll win as quickly as humanly possible. Afterall, I don’t want to waste anyone’s time. We’re all reasonable people and have things we’d like to do: Eat lunch, go home, have some down-time before the next round. The list goes on.

It should come as no surprise that I love aggressive decks. But in a game like Netrunner, where the meta is constantly shifting to favour one archetype or another, they can be hard to stick to.

Back when I first started playing competitively, -around July of last year-, I exclusively piloted aggressive Corp and Runner decks. At the time, the best option was Classic Andromeda Aggro and Making News Fast-Advance Aggro. With the subsequent release of Near-Earth Hub, Fast Advance got on the crack and snorted hard.

My initial Near-Earth Hub list came together with the help of my peers (current TWA panelists Jesse, Liam and Wilfy), and unlike most lists, it didn’t spam out assets and upgrades just to get that card draw.

The ability on Near-Earth Hub should be looked at as an upside; something that compliments your overall strategy. Not something that becomes your strategy. We’ve spoken about this many times on TWA. In this case, the reason is simple: If you want to make an aggressive deck, you shouldn’t include cards that aren’t aggressive.

By drawing these cards, and then installing them to draw a card, all you’re really doing is slowing down your overall plan. If one of those Marked Accounts you’d chosen to play had just been a better card in the first place, you wouldn’t have to install it in order to draw the card you actually want. Make sense? Less clicks wasted on installing pointless Assets. Less clicks wasted storing money on them.

More clicks spent winning the game.

While the meta has shifted significantly in the past eight months, (and in my opinion, away from Fast-Advance strategies), I still standby this simple fact: The best thing about Near-Earth Hub is that your Jackson Howard now draws you three cards the first turn you play him. This means you’re drawing your FA pieces as quickly as possible, so you can get back to your primary function: Scoring.

When this hyper-aggressive Near-Earth Hub list first hit the meta, Runners didn’t know what to do. They often didn’t know where to run, when to run, or how to go about their own rig development. This kind of stunted reaction is always expected when a new deck hits the field. In Netrunner, unfamiliarity can be punishing, especially on the Runner’s side. Anyone remember the early days of Replicating Perfection?

The best thing you could hope for when playing Near-Earth Hub was that your opponent would pay five credits to trash your SanSan off the top of R&D, or when it’s unrezzed in a remote. The fear of SanSan was so palpable that most runners were willing to destroy their economy to cripple the Corp’s strategy. At least that’s what they thought they were doing.

Unfortunately for them, the (second) best thing about Near-Earth Hub is the ability to play three copies of Biotic Labour without succumbing to NBN’s terrible in-faction ICE. As such, the Corp player would just score an Astro out of hand with a Labour, often moments after the runner went to zero for trashing an unrezzed SanSan.

Things have changed since then. Runners are wise to the aggro-Corp act. Gone are the days when old-school Andromeda lists would comfortably play one copy of each breaker.

And that’s what made Andromeda so great: You could reliably spend your first turn splurging out a Security Testing, followed by a Desperado or a Datasucker or a Dirty Laundry or a Sure Gamble- You get the idea. Your hand was never clogged up with a bunch of inflexible programs.

Aggressive Runners like Andromeda were consistent enough to get their key pieces in the first turn or two, and then you’d start face-planting into that ICE, because really, if you were playing anything but Jinteki, what’s the worst that could happen?

You’d start poking and prodding, forcing the Corp to spend her credits to protect her servers, or you’d be getting accesses that came with a free credit or virus counter courtesy of your Desperado and Datasucker. It felt great.

When the time came for a breaker, it was the last thing you were looking at doing. Special Order and Express Delivery got you the single copy of that breaker you needed before slamming it into play to shred that poor Corp’s server.

The aggression came in the poking and prodding. But these days, playing with only one copy of each breaker can be too slow, and poking and prodding is much worse than it used to be.

Andromeda lists have shifted from the aggressive archetype. It may be that she wasn’t always suited best to an aggressive style, but actually a Midrange one. We’re beginning to see a proliferation of Data Folding and Underworld Contact economy lists. We’ve also seen the very cute, (if hit-or-miss), Au Revoir economy decks.

Andromeda is best suited to these builds due to her large opening hand size: You get access to the pieces of your, (arguably convoluted), combination of cards as early as possible. And while some will argue that Au Revoir fits perfectly into a Chaos Theory list, I will never be able to get over spending so much influence just to save on that extra memory.

So, coming out of Order and Chaos, who steps up to fill the shoes of the aggressive runner?

Why don’t we give MegaBuy a call?


Yes, everyone by now has put a pile of cards together and given MaxX a try. Some people have abandoned her, leaving cries of “I milled my good cards!” echoing in their wake. But a few of us have held on.

The most popular MaxX list you’ll see kicking around the internet is one with Eater/Keyhole/Siphon. While this list is good, and has proven itself in many tournaments with many pilots, I still argue that this is not what MaxX was built for.

The Eater/Keyhole/Siphon lists are Midrange decks. Often, the runner will play a Day Job into a Liberated Account, followed by an I’ve Had Worse to dig for their eight-cost, three-memory rig before they can actually start doing anything. This is fine, but it isn’t an aggro deck.

Even after you have your pieces and start running with Keyhole, you still need to get into archives. In this situation you can neither rely on getting the rest of an actual rig together, (the memory won’t allow for it), or putting all your chips on Hades Shard while hoping that you don’t lose it to MaxX’s ability.

There is nothing wrong with this strategy. I think it’s sound. But it’s at home with a runner who lends themselves to the Midrange or Control archetype. Wilfy Horig has nailed it with his Valencia List that we discussed in Episode 25.

No, what MaxX wants to do is go hard or go home.

So that’s what we’ll do.

Deck: MaxX Reanimator Aggro 1.5

As we’ve spoken about in past episodes, the biggest issue with Anarchs was the inability to quickly assemble a rig and fire off reliable accesses. MaxX fixes this. Her superior card draw, coupled with the sheer amount of recursion available makes her an aggressive force to be reckoned with: Less clicks spent drawing. Less clicks spent installing.

More clicks spent winning the game.

This list can threaten multiple servers from turn one. Often, you don’t have to be fearful of facechecking due to your instant-speed access to Parasite or Mimic. Cards like Inject help MaxX put those reliably in your bin where they can be easily fetched with a Retrieval Run or Clone Chip.

The list pours its influence into Desperado and Clone Chip, wasting no time with Siphon or Legwork or The Maker’s Eye. This list wins with Medium, Nerve Agent or a combination of the two. Having the constant threat to be able to hammer out R&D or HQ puts a lot of pressure on the Corp. She often won’t have a safe place to hide her agendas. Especially if you’ve been draining her credits by forcing her to rez ICE, only to kill it outright.

And you’ve no doubt noticed that there is no Levy AR Lab Access. Let me be clear: I loathe this card. It is narrow, inflexible, and not at all what MaxX wants to be doing.

When playing this list, having your entire deck in your bin is pretty much where you want to be. Wasting what could otherwise be a Clone Chip on a card that pretty much reads “Well, you gone done goofed, start over”, is not what you want to do if you want to be aggressive.

Levy is a panic button. And MaxX doesn’t panic, so you can’t either. You gotta be with her for the long haul. Have more faith in your playskill and your deck.

I’m the first to admit that I sigh internally when I sit down opposite a Jinteki PE player. One could argue that you need Levy in those matchups to not just straight-up lose. But I would rather have a very good chance against 90% of decks and a bad chance against the other 10%, than to skew that ratio.

Go hard. Or go home.

The modern aggressive runner, as Shielsy recently pointed out, can’t afford to afraid of anything. This list is no different. You want to put the Corp under pressure in every way you can. You want to force her to spread her ICE thin, you want to force her to waste turns purging viruses so you can start hammering those servers for value all over again.

The best spot to get into with this deck is one where every run feels fantastic. Sure, one could argue that it’s a rare occasion, and that indeed any runner that feels like that is in a good position. But MaxX’s consistency, and the solid, straight-forward gameplan of this deck means that it doesn’t meander away from it’s roots or try to be something that it’s not.

And if you’re winning, why not switch out for some win-more cards?

You could easily cut Knight or David from this list to fit in a few more brutal run events. The caveat will be that Lotus Field and fat pieces of Control ICE will often be an issue for you. But if your meta is still rife with Near-Earth Hub or classic Replicating Perfection, just cut those narrower breakers and go steal some agendas.

Coming into the SanSan cycle, Corps are going to be switching things up. The introduction of cards like Clot, Cortex Lock and Traffic Jam will mean a change of pace for a lot of decks, and I’ll warn you that if your meta shifts to a proliferation of Control Corps, you can’t really afford to roll with such an aggro Runner, particularly if the Corp knows what she is doing.

But we’ll worry about that when it comes.

Until then, fuck you, motherfucker.

 

Brian Holland, (affectionately known as The Big Bad Wolf), is the host of The Winning Agenda Podcast. He may one day be a published author, but until then, he’ll wallow around, complaining about card rulings. But that probably won’t change even if he does get published. You can check out more of his inane ramblings on twitter @bwholland

Go Hard Or Go Home: A Look At Aggressive Strategies in Netrunner

Episode 25

Click Here To Check Out This Episode!

On Our Agenda:

Heads-Up with Horig

– In an attempt to make up for his lack of overall air-time, Host Brian Holland interviews Panelist Wilfy Horig. The conversation begins with a discussion of how Wilfy has found the Order and Chaos meta, along with a delve into his Valencia Control list. This feeds into a much deeper discussion on Control decks in general, along with a very unique perspective on Netrunner that only Horig could articulate. The Panelists also touch on bluffing in regards to making the most optimal play: Is a bluff ever the best option, or is there always something better you can do? Find out this week on TWA!

Deck Lists

Wilfy’s Valencia Siphon Control

Episode 25

Episode 24

Click Here To Check Out This Episode!

On Our Agenda:

‘The Valley’ Card Highlight Control

– It’s that time of year again, and we’re leading up to the beginning of a brand new cycle. The Panelists are frothing at their jowls for the impending road trip across SanSan, and so we’re spending the episode this week discussing some our favourite, -or at least, the most interesting-, cards from ‘The Valley.’ This includes an extensive conversation about ‘Clot’, and what it could mean for the state of Fast Advance Aggro decks, as well as ‘Jinteki Biotech’ and some of the interesting directions such a unique ID could be taken in.

Episode 24

Episode 23

Click Here To Check Out This Episode!

On Our Agenda:

Deck Tech: Noise Control
– 2014 Worlds Top 16 Competitor Jesse Marshall gives us his take on Noise Control, with a particular focus on exploiting Noise’s very powerful ability. This includes an interesting insight on the ‘virus suite’ and the economy of the deck.

Deck Tech: NEXT Design Aggro

– In a follow-up to his recent article, Panelist Liam Prasad discuses what may be the apex of aggressive corp strategies, including insights on how best to play with and against the deck, and a discussion on the identity’s very unique ability.

Episode 23