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This is a thread to help beginners that are having trouble as corp build solid basic decks. Experience players please post your deckbuilding tips!
| Page 1 of 1 (8 messages) | 1 |
Corps are much more difficult to play and build. Here are some core ideas which may help you:
The runner has inevitability. Given time he will always win. You must proactively pursue a plan to win. Some agendas give a large advantage if scored very early and can drain the runner, giving you a large advantage (ie Restructured Datapool, Nesei, Project Atlas).
18-22 Ice is a sweet spot for most decks. At least 2/3 of it should have end the run or make the runner want to jack out (ie data raven, chum).
Spending a turn getting 3 credits is a losing play. Plan for your deck to generate enough credits so that you will rarely need to do this. I usually run 12-16 $ cards.
Melange mining corp is very strong. Defend it and it will probably win you the game.
Cards are easy to come by, credits are not.
Archived memories will help a TON if you are having trouble against Noise virus decks. Its also a generally good card.
3 x Ice wall goes in every deck. 3x Beanstalk Royalties go in almost every deck.
Try to balance your Ice types. 6-7 of each type is nice.
Abmushes are generally best played later in the game. Ice that punishes runners are the best early game traps.
You rarely want to play anything that is not Pad Campaign without ice protecting it.
Some nice "combos" for corps that may not be obvious immediately:
Chum + Hunter (much better than data mine)
Chum + Neural Katana
Corporate Troubleshooter + Archer/Ichi/Woodcutter/Rototurret/Neural Katana
Akitaro Watanabe + Chimera
SEA Source/Snare! + Scorched Earth
Neural Katana + Snare!
Akitaro Watanabe + Edge of World
Commercialization + Archived Memories
NBN + Ash
When building a deck, I always begin with this skeleton:
Agendas (~9 cards)
11-12 other points
3 Priority Requisition
Ice (18-22 cards)
Sentries
3 Ichi 1.0 or Rototurret
3-4 other sentries
Barriers
3 Ice Wall
3-4 other barriers
Code Gates
3 Enigma
2 Tollbooth
1-2 other code gates
Credit Generators (13+ cards)
3 Beanstalk Royalties
3 Hedge Fund
2 Private Contracts
2 Melange Mining Corp
1 Pad Campaign
3+ more
Other Assets/Operations (~10 cards)
2 Project Junebug or Aggresive Secretary
8 more
49 total cards
only ONE Pad Campaign? I run two and try and get them both into play ASAP. That way my opponent is goin to use the $$ to trash one of them, which is $$ that can't be spent on more important runs
Fantasy Flight Games: New England
Pwnius said:
Corps are much more difficult to play and build. Here are some core ideas which may help you:
The runner has inevitability. Given time he will always win. You must proactively pursue a plan to win. Some agendas give a large advantage if scored very early and can drain the runner, giving you a large advantage (ie Restructured Datapool, Nesei, Project Atlas).
18-22 Ice is a sweet spot for most decks. At least 2/3 of it should have end the run or make the runner want to jack out (ie data raven, chum).
Spending a turn getting 3 credits is a losing play. Plan for your deck to generate enough credits so that you will rarely need to do this. I usually run 12-16 $ cards.
Melange mining corp is very strong. Defend it and it will probably win you the game.
Cards are easy to come by, credits are not.
Archived memories will help a TON if you are having trouble against Noise virus decks. Its also a generally good card.
3 x Ice wall goes in every deck. 3x Beanstalk Royalties go in almost every deck.
Try to balance your Ice types. 6-7 of each type is nice.
Abmushes are generally best played later in the game. Ice that punishes runners are the best early game traps.
You rarely want to play anything that is not Pad Campaign without ice protecting it.
Some nice "combos" for corps that may not be obvious immediately:
Chum + Hunter (much better than data mine)
Chum + Neural Katana
Corporate Troubleshooter + Archer/Ichi/Woodcutter/Rototurret/Neural Katana
Akitaro Watanabe + Chimera
SEA Source/Snare! + Scorched Earth
Neural Katana + Snare!
Akitaro Watanabe + Edge of World
Commercialization + Archived Memories
NBN + Ash
When building a deck, I always begin with this skeleton:
Agendas (~9 cards)
11-12 other points
3 Priority Requisition
Ice (18-22 cards)
Sentries
3 Ichi 1.0 or Rototurret
3-4 other sentries
Barriers
3 Ice Wall
3-4 other barriers
Code Gates
3 Enigma
2 Tollbooth
1-2 other code gates
Credit Generators (13+ cards)
3 Beanstalk Royalties
3 Hedge Fund
2 Private Contracts
2 Melange Mining Corp
1 Pad Campaign
3+ more
Other Assets/Operations (~10 cards)
2 Project Junebug or Aggresive Secretary
8 more
49 total cards
I disagree with a lot of this. Some of it is just opinion stated as fact. For example, "Corps are harder than runners", is more of a playstyle mindset than anything else. With the data packs the corps have gotten enough toys that a skilled corp will have a clueless runner for breakfast.
Saying that a runner has inevitablity on his side is technically true, but in practice a passive runner will lose just as routinely as a passive corp. If the runner isn't applying pressure, the corp will generally win.
Whether getting 3 credits is a losing play is situational, and in fact, might be the best play. There are many corps that WANT to turtle up and win the credit race to pull off game winning combos late game. If you haven't drawn a money card and everything is protected, its a valid play. It is certainly not "a losing play" in a vaccuum. You even concede later that credtis are harder to get than cards. The only play for a corp that I think you can overgeneralize and say is almost always a losing play is "draw, draw, draw."
Archived memories is a situational card. Whether its worth spending influence on in non-HB decks is entirely dependant on your deck's strategy. Its not a card I would single out as "auto-include" when describing general corp strategy.
Ice Wall is a staple. Beanstalk royalties is not. The general consensus is that its not really an efficient card, especially if you are spending influence to get it out of faction.
There is an entire Jinteki archetype based on playing a shell game and daring the runner to come at unprotected servers-often times only after reminding them that they have to run a central server first.
I guess my point is that, its kinda pointless to give "general" corp advice. Each of the corps play differently enough (and most corps have more than one playstyle) that a good play for one may be a bad play for another and vice versa. Same with individual cards/combos. With certain exceptions-Hedge Fund, for example-whether a card/combo is good or bad really depends on what you are trying to do with the deck.
A better question is "Having trouble winning w/this corp/playstyle? Here are some tips"
Without signature
carolina_bryan said:
I guess my point is that, its kinda pointless to give "general" corp advice.
Translation: I am a troll who doesnt like this thread.
Pwnius said:
carolina_bryan said:
I guess my point is that, its kinda pointless to give "general" corp advice.
Translation: I am a troll who doesnt like this thread.
You call it 'thievery'. I call it 'social justice'.
- Vandalism found in compromised server
The Corporation has a lot working against it.
The Corporation is almost always on the Defensive, rather than the Offensive. It's a disheartening thought but I've started to think that maybe what I'm trying to do is just make a deck that will score more Agenda points before I lose than the opponent's Corp deck can.
Play your opponent, not your deck.
"I'll never grow old, never die,I'll always eat oatmeal."
A lot of good suggestions. I'll post my own, though some of them are repeats of the above - but that just means you're getting good advice. ![]()
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