For the challenge?
I think the biggest advantage to Midseasons in NBN is the pressure created by Astroscript (and SSCG). Against Weyland, when I suspect they are playing Midseasons and/or Punitive, my general strategy is to build my board and dig for Plascrete and Film Critic. Even in games where opponents get to 5 points with Weyland, they have trouble closing out the game. Itâs really easy to remote lock Weyland, and they canât FA from 5 points without Biotic or SSCG (obviously 6 points is different, due to Hostile Takeover). SSCG is pretty strong in Titan for this reason, but playing both Midseasons and SSCG (or Biotic) is pretty rough, influence-wise. The typical Titan SSCG builds can put a lot of pressure on Runners without Midseasons, and still get a fair amount of kills with SEA+Source or Posted Bounty+Scorch.
Exactly this.
Additionally since the rise of Film Critic Midseasons is being played less and mostly alongside Sea Source as well because it has become less reliable. That is something you just canât afford to do influence-wise in Weyland. I would have loved to play a second Sea Source but I just couldnât justify the trade-offs and therefore relied on the Atlas token to find it if needed.
NBN is an overall better faction (far better ICE, far better agendas, far better âsupporting cardsâ in faction (SanSan, DBS, Jackson), have better econ including two copies of Hedge Fund instead of one).
Midseason in Weyland isnât unheard of, and Timmy Wongâs Worlds 2014 build had it in, but meat damage is far stronger in NBN because NBN is a better faction than Weyland.
Agreed, there needs to be another high influence card that enables the kill plan in Weyland for it even to be considered as comparable option to NBN murder. Maybe something like:
Creative Accounting
âââââ (Weyland) 0c
Operation: Transaction
Gain 10c. Gain [click] if you have not played another Creative Accounting this turn. At the end of this turn lose 10c.
Makes SEA Source and Midseasons much more of a threat out of Weyland. Synergises with Weylands ârez ice on corpâs turnâ theme as you could dump your money into your ice rezs or power assets like the Root or SSCG. Obvious combo with Sealed Vault, which I think is fine because Weyland already has a two card combo that nets 13 credits. Means the runner can never run you out of the money you need to score that NA or IAâd agenda. Means the runner canât account siphon/vamp you to 0 and float tags without protection.
I donât think âletâs make cards higher influence!â is ever a good way to make a faction better. Weyland would see more play â with all types of deck â if it had a stronger card pool to begin with.
The problem with Weyland isnât NBN, the problem with Weyland is Weyland. If NBN wasnât good at kill decks that doesnât mean weâd see Weyland kill decks more (theyâd be a tiny bit stronger because Plascrete would see less play, but not enough), itâd mean weâd see no kill decks because the decks arenât strong enough.
I wasnât suggesting cards being higher influence as the solution (I just put that one high because it felt quite Weyland-y and premier economy options tend to be high influence), but instead that multiple cards that support a kill plan would make Weyland feel more of an option in comparison (because NBN murder has spent its influence already).
Essentially the same argument youâre making - that Weyland need better cards for nearly all aspects of making a Corp deck.
I won a SC with Titan Midseasons. Itâs still good, but you have to pilot it like you have nothing to lose.
Weyland needs another Operation Econ card, thatâs simple and powerful. Like Sweeps Week or Celeb Gift (or to a lesser extent GLC). Beanstalk is only really any good in BABW.
Weyland has competitive agendas. It doesnât have to pay influence for Meat Damage operations. Weylandâs Assets and Upgrades are weak, the only exception being Crisium Grid.
It also has Blue Sun. Blue Sun is an outrageously strong ID that carries Blue Sun Glacier.
Weyland ICE with very few exceptions (notably archer, which is a pain to rez) are mostly barely playable.
All of this said, there are a few decks that are really close. So I think 1-2 really good cards makes Weyland competitive.
I think one of the big missing pieces is a powerful Code Gate. I canât think of the last Weyland deck I saw that ran more than one in faction code gate, and most just run Enigma solely for the facecheck punishment. Thereâs no other faction that doesnât have a single good ICE in an entire subtype.
I think wormhole can be a good 1-of in blue sun, but overall, yeah, needs a decent codegate.
Itâs like 3 years ago, every Corp started out with something they were deliberately not good at, as part of faction identity/âcolor pieâ designâŚand then over the past 3 years, every faction has been given something in almost every design space that is uniquely theirs â even if itâs not The Best Evar!!1! â except Weyland, who are still ânot the trap/ambush factionâ and ânot the code gate factionâ and ânot the fast advance faction.â
I mean, seriously. NBN suck at barriers, but they got Wraparound â good early, pitiful late. Jinteki arenât fast-advancers, but they got Trick of Light as something thatâs uniquely Jinteki. Meanwhile, poor WeylandâŚ
hit it right on the nose. scorch, imo, is an anchor around weylands neck; I think their cardpool would be a lot more well rounded right now if this card didnât exist.
On the the âno codegatesâ front I say itâs worth giving a shout to wormhole. It has a lot of problems, yes, but I honestly think people would have a better opinion of it if it just straight up didnât have the advance effect (ppl are rightly biased against the space iceâŚ) they definitely do need something more universally playable, though: while often nasty, wormhole is just too situational to ever be more than a one-of.
Yeah, Wormhole is why I phrased my original statement as âmore than one in faction code gateâ. Itâs good as a 1-of, but gets really bad the more copies you include. The first and last time I put two in my deck I mulliganed into both of them and 3 agendas.
Yeah wormhole as a 6 or 7 rez ice without the advance ability would have been sweet.
But its okay - Weyland had too many good mechanics so they gave the âresolve another subâ to HB
Iâd like to see more movable ice mechanics in Weyland. I guess ice order is somewhat of a Jinteki thing, but cards like Builder and Blue Sun show it can be in Weyland too. If it was possible to move ice around it could make advanceable ice more useful since you could swap it between servers as needed.
If you make this effect on a piece of ice then that mechanic definitely feels like a code gate so maybe something like:
Code Gate, Cost 2, Strength 4:
-> Move a rezzed piece of ice protecting another server to after this piece of ice.
The idea is interesting, but I donât think Iâd put that card in a deck.
BYL
Agenda
4/2
When the runner steal BYL do X damage where X is the number of advancement in or at protection of this server.
Can be the same but give tags.
We know where are you
Operation
0
Play only if the runner is tagged and made a succesful run during his o her last turn. The runner trash X cards where X is the number of advancement in play.
both of these seem crazy powerful/overpowered but I do like the idea of win condition effects being powered by total advancements on the board or on card protecting a server. (I say win condition because just making money isnât good enough cough commercialization cough )
Donât know if itâs the right way to go overall (abandoning advance-able ice as a failed mechanic seems better imo) but this could be one way some of these cards might be brought back into relevancy (such as a defensive upgrade? hmmâŚ)
I think with Scorched Earth around, Weyland doesnât need more tag punishmentâjust more weylandy ways to tag. Like something that gives meat damage that you can prevent by taking a tag, or something that burns cards with power counters on 'em.