The only time I've really seen Toolbox work well is either:
- On the back of Modded + Kate, where you get it for 5 credits
- In that No Sleep Natman deck, where both the link and the creds are useful, it stops up PW while you learn what strength to set your Atmans, and you can reliably put your Order of Sol credits into it.
The trouble is I really feel like I want to put down at least one +2MU card otherwise the rig gets really cramped during setup. The options there are:
- Grimoire: as a slightly cheaper CyberSolutions it's a waste of influence, and while it does make Cache even better - 8 credits over 2 clicks - it's unlikely to get drawn first. Benefits are marginal for Datasucker, and I haven't got Parasite.
- Blackguard: more expensive than Toolbox, doesn't fit the game plan
- Box-E: tempting, but the influence could be better spent elsewhere. No FCC or Mass Install to key off the increased hand size, and I'm sick of watching NBN play Sweeps Week for +6.
- CyberSolutions Mem Chip: even at 3 credits I find this awkward and expensive to play while rigging up.
- Dyson Mem Chip: could be a pseudo-2MU if I switch Gordian -> Keymaster. Thoughts?
- Ekomind: won't have the handsize boosters for this.
- Monolith: awwwww YEAH! Except we're talking about Toolbox being hard to get out :-(.
- The Toolbox: Hmmm.
I feel like I either need 1/3 Something/Akamatsu or 2/2 (Something 2MU)/Akamatsu. Once the larger sentries and code gates start coming online it gets hard to fit in the breakers AND the stealth AND the whatever-it-is that's being sold next turn.
I've always considered it axiomatic that Corroder's a good way to spend influence, but you might be right. Lucky Find doesn't fit this deck at all, but Parasite does. It solves the missing breaker problem, it deals with Komainu/Tsurugi/Tollbooth sort of ice, and we're going to be packing extra clone chips anyway. Some other breaker-related things worth thinking about:
- Gordian -> Keymaster: Keymaster's another free install, and I usually feel like I'm facing down Quandary-level code gates more than stacked Viktor-2.0s.
- Switchblade -> Dagger: Dagger has way better art, and is turned on by 1 stealth credit instead of 2 (or 1+suckers). It also frees up another 2 influence that can be used to solve the same problem that we needed Switchblade for in the first place (Tsurugi, Komainu).
Currently disagreeing, because I hate paying the SMC tax, and MU in the rigging-up phase is really tight. I'd rather draw more cards and turn them into money. This is another reason I'm considering Dagger over Switchblade: 2x Mimic 1x Dagger is 2 early-medium Killers (with sucker support) and one medium-late killer (with sucker/cloak support). I consider Switchblade a later-game killer than Dagger because you need more support in play to get it working.
That's awesome, and a play I didn't notice. As long as there's a Cache in the heap, they're almost literally as good as Cache #4-#6 (unless you have to CC Cache on a turn you installed CC). But what to cut?
@Syntax makes a good point about removing Sure Gambles: Ghost Runner, if you can avoid draining it, is net +2 credits from Aesop, plus 2 stealth credits that can be used for breakers, or trashing, or stealing NAPDs. With Aesop's out, Daily Casts is also +6 for 3 credits over 4 turns (including the install turn), whereas it's +5 for 3 credits over 5 turns without. But you have a few turns to find Aesop's before it goes away.
I disagree with him about reinstalling Astrolabes though. Memory feels too tight here because of the stealth rig.
Based on all that, here's the delta against the OP that I'm now considering:
- -1 Astrolabe, +1 Akamatsu Mem Chip
- -2 Earthrise Hotel, +2 Quality Time
- -2 Self-Modifying Code, +2 Parasite
- -1 Scavenge, +1 Ghost Runner
- -1 Corroder, +1 Inti
- -1 Switchblade, +1 Dagger
- -3 Sure Gamble, +3 Clone Chip
I'm unsure about the Earthrise -> QT swap: Earthrise is 4 cards for a credit, or 6 cards for 4 depending on whether or not you Aesop's it. That's more flexible than QT which is fixed at 5 cards for 3 credits. OTOH, QT will help you find ProCon RIGHT NOW, and I'm not sure you want to play either when ProCon's on the table.
Plascrete and that potential Ghost Runner feel like my weakest slots right now. Alternate candidates:
- Tinkering (to land the Legwork/TME before 3-breakers),
- Daily Casts