Had some bad luck with my 44-card list at FFG’s monthly on Monday, going 1-3. In two games I mulliganed into a hand with too many agendas, none of which was Astro. Pretty unlikely, but it happens sometimes. The third loss was a close and interesting game against a Kit player.
I think the deck is still strong, but people are definitely more prepared for it than they were a few weeks ago. To me, that means it’s time to start talking about how to change it with Honor & Profit. Specifically, do we want Fast Track?
Currently, I think the answer is yes. The easiest way to lose with this deck is to get an Astro stolen or simply have them all in the bottom half of the deck. Addressing that weakness is potentially huge. My initial take on the desired mix for Fast Track is that it means we want to go back to 3x Biotic Labor and that it places more importance on having a rezzed SanSan, because the play we want to be able to make is:
- Score Astro #1 OR get a SanSan
- Get a Fast Track and a Biotic in hand
- Fast Track an Astro into hand, install with SanSan (or use Astro token), Biotic Labor, advance, advance → score.
The Kit player who beat me ignored a rezzed SanSan and focused on digging R&D with 3x R&DI. I drew as much as I could, and the game was at 5-5; if I’d had a Fast Track my odds of winning would have improved drastically.
Right now, Biotic and SanSan are somewhat redundant and we generally use one or the other to score something, apart from rare Character Assassination cases. Fast Track makes having multiples of each a lot more useful, which in turn means we want to maximize our draw effect density.
Fast Track also puts the Runner on a one-turn clock when you’re at 6 points – a Fast Tracked Breaking News wins the game with SanSan, Biotic, OR an Astro token in the score area.
Adding Fast Track gives us more winning lines of play at the expense of deck space. The question is how much that deck space matters. As I showed above, I believe the optimum deck size for enabling SanSan / Biotic + Astro is 42 cards if we’re adding draw effects to get to 42 cards. However, because we’re accelerating the deck even further, I think we need to cut back on pricey ice (Roto / Archer for Lysander’s list and Tollbooth for mine). Every time we get to 7-8c, we need to be scoring an agenda out of hand if at all possible. Rezzing a Tollbooth is just not in the cards, I don’t think. Roto is too vulnerable, and Archer costs us a precious agenda. On the plus side, adding H&P cards gives us access to Guard.
Here’s a preliminary (untested) list:
Boardroom Blitz (v2.0) - H&P Draft
NBN: The World is Yours* (Future Proof)
Agenda (10)
3x AstroScript Pilot Program (Core Set)
2x Breaking News (Core Set)
2x NAPD Contract (Double Time)
3x Project Beale (Future Proof)
Asset (3)
3x Jackson Howard (Opening Moves)
Upgrade (3)
3x SanSan City Grid (Core Set)
Operation (15)
3x Anonymous Tip (Core Set)
3x Biotic Labor (Core Set) ••••• ••••• ••
3x Fast Track (Honor and Profit)
3x Hedge Fund (Core Set)
3x Sweeps Week (True Colors)
Barrier (3)
3x Wraparound (Fear and Loathing)
Code Gate (3)
3x Quandary (Double Time)
Sentry (5)
2x Grim (Opening Moves)
3x Guard (Honor and Profit)
12 influence spent (max 12)
18 agenda points (between 18 and 19)
42 cards (min 40)
Cards up to Honor and Profit
NAPD Contract is pure tax; I want the Runner to steal it so they aren’t paying 5c to trash my SanSans (at least, not until I have another SanSan). I don’t plan to score it myself.
The one card that’s missing and that I would like to see in here is Shipment from SanSan, but I don’t see how there can possibly be space.
Thoughts?