Here is what I came up with, I am trying to focus on cards that can be advanced and causing meat damage to the runner. Lots of suggestions welcome! Full disclosure, im still very new and I am not 100% on if this would even work (be gentle!).
Here is what I came up with, I am trying to focus on cards that can be advanced and causing meat damage to the runner. Lots of suggestions welcome! Full disclosure, im still very new and I am not 100% on if this would even work (be gentle!).
Firstly, welcome to the game
Disclaimer: I only recently started playing Weyland myself, so take this with a pinch of salt.
On the whole, the deck looks ok. Couple of things I'll mention though:
That is a VERY big deck! You might find yourself with consistency issues. Obviously you could also be fine; I just worry that you might find it hard to see the cards you want regularly.
Salvage - most people downright despise this card, and I understand why. I don't think it's completely without use, but it's pretty bad, and here's why: unless you run it with Amazon Industrial Zone, it does NOTHING the turn you rez it. Meaning you have to install it, rez it, and THEN start advancing it before it becomes useful. Then, quite often, the runner dumps a Parasite on it and trashes it instantly because it's Str 0. Hunter, Draco and Data Raven all play better at tagging (although you'll need to find the influence for Data Raven if you want to use it).
Traps - your mileage may vary. Just a warning; finding the balance to make them look enticing without being a blatant trap can be hard. Kudos if you manage it. Instead of Junebug and Ghost Branch, you might consider Snare! which can help protect your R&D or HQ, and throw out a tag when it fires too!
Simone Diego is cool, but might be better in Building a Better World (Weyland Core) as it's not often I find myself wanting to advance ICE three times in one turn. That single credit on BWBI is often enough for me.
No Commercialisation? Can be a powerhouse when combined with the advanceable ICE if you build it high enough. If you're planning on advancing ICE as a core strategy, consider swapping Beanstalk for Commercialisation; if not consider swapping to the Core ID.
I'm going to disagree with Feesh on this one. I think the deck is pretty bad. For your first few games, I'd stick with a 49-card deck as 54-card decks are much more inconsistent and difficult to pull off. On top for that BWBI is much weaker as compared to BABW.
Overal the biggest problem with the deck is that you have absolutely no economy aside from Shadow (easy to break) and beanstalk (good, but much better in BABW). This is not nearly enough econ. You are trying to advance ice, advance traps, advance agenda, initiate traces, and rez ice.....all with pretty much no cash generation what-so-ever.
Beanstalk Royalties, Hedge Fund, Green Level Clearance, Restructure, Melange are all great cards. Jackson howard to shuffle them back in the deck. Hell even commercialization if you want to run BWBI. Caduceus can also help make cash, as can pop-up window.
Right now this deck is going to suffer because you will be so cash starved that you won't be able to do much. Combine that with 15 agendas in deck (that's a lot of agendas, most 49 card decks have 10-12 agendas with 11 being pretty common) and you will be hurting badly.
I think you are trying to do waaaaay too much with the deck. Focus on a few areas, add a lot more econ, get rid of bad ice (like Salvage as mentioned above), and trim the fat out of the deck down to 49 cards and I think you'll have something a lot more viable.
Edited by nungunzYikes, I missed how little econ this deck has. I tend to take Hedge Fund for granted, didn't even think to look for it.
I'd also say that once you get enough econ in your deck, you almost certainly won't need Closed Accounts. Weyland pretty much prints money most of the time through operations and agendas, so you should be out-pacing runner econ usually anyway.
thanks for the comments! I actually had hedge fund in the deck, but it looks like I forgot to save it on cardgamedb.
here is what I meant to post...
Deck Created with CardGameDB.com
Android: Netrunner Deck Builder
Identity:
Weyland Consortium: Because We Built It (A Study in Static)
Total Cards: (50)
Agenda: (13)
3x
Private Security Force (Core)
3x
Hostile Takeover (Core)
3x
Posted Bounty (Core)
2x
Project Atlas (What Lies Ahead)
2x
The Cleaners (Second Thoughts)
Asset: (7)
3x
Dedicated Response Team (Future Proof)
2x
Ghost Branch (Core) ■
2x
Net Police (A Study in Static) ■■
ICE: (18)
3x
Draco (What Lies Ahead)
3x
Hadrian's Wall (Core)
3x
Ice Wall (Core)
3x
Shadow (Core)
3x
Caduceus (What Lies Ahead)
3x
Archer (Core)
Operation: (12)
3x
Scorched Earth (Core)
3x
Shipment from Kaguya (Core)
3x
SEA Source (Core) ■■
3x
Hedge Fund (Core)
Upgrade: (0)
Total Agenda Points: 22
Influence Values Totals -
Haas-Bioroid: 0
Jinteki: 0
NBN: 12
The Weyland Consortium: 51
Taking out 2 agenda points (either -1 PSF or -1 Cleaners, -1 Posted Bounty, +1 Atlas) brings you to 49 cards.
If you want to advance ICE, take advantage of it with Commercialization. Core Weyland will be a faster deck however.
You don't have enough ICE to protect central servers and the 3-4 remotes you need to prep your assets. Unless your meta has a lot of link, cutting Net Police would free up influence and reduce the number of servers you have to protect. (And if it does, your trace ICE won't be any good anyway.)
Snare is better than Ghost Branch once they figure out you have DRT, since it can masquerade as one.
If you're looking for more ideas on how to play with BWBI, here is an article on unusual deck designs, including my BWBI deck:
http://thesatelliteuplink.blogspot.co.uk/2013/10/decklists-not-just-same-old-thing.html
thanks for all the suggestions!
Here is the current iteration of the deck. I plan on taking it for a test run this weekend. Let me know what you might change or what you think might not work well.
Do not, do not, do not run 45 cards, 50 cards, 55 cards. That puts you one over the threshold for more agenda points. Cut one Private Security Force and you're within the 49-card threshold, with a much better ratio of Deck Size to Agendas. If your deck size isn't (5x - 1) then you're doing it wrong, plain and simple. 49 cards is the sweet spot for almost all corporate decks, and it's a rare bird that goes above that level.
Your economy's improving, but I think Restructure would also serve you well. More so than DRT or GB. In Tag & Bag, the size of your credit stack is almost as important as the cards in your hand, and you want to have more money than the runner. That leverages money, Weyland's strong suit, into the major threat. DRT is an odd card--it's a way to punish tags, not kill from them. Against Weyland, a runner is much less likely to run while tagged than against NBN or Jinteki, so it probably won't help you out much. Ghost Branch relies on your ability to bluff a trap at a time when the runner can possibly access it, but not too readily or they'll smell an ambush. PSF is great, but it puts the runner on notice to avoid tags, and synergizes best with NBN's ability to hand out more tags than the runner can handle. Versus Weyland, they already know to run screaming from the merest suggestion of a tag--the trick is to make it so it doesn't don't matter. Get the cards in hand you need or overscore a Project Atlas, then use SEA Source (again, size of your bankroll is important) or Posted Bounty to land just one tag, which is all you need to squish them like a bug.
I switched around a few things based on your suggestions
Looking good--just a few suggestions:
If you score Posted Bounty from hand by going Install/Advance/Advance!Score, then you're out of clicks. If you forfeit it for a tag, then the runner is going to laugh, clear the tag, and thank you for the Bad Publicity. So what you have to do in that case is install it one turn that you can protect it, maybe advance it once or twice, in a location the runner can't access on his turn. It's doable, but the risk is baked into the card. And, you have to wait for the opportune moment to do this, when you have the Scorched Earth in hand (two or more SE if the runner has installed any kind of meat shield). Hostile Takeover, on the other hand, is just money in the bank that you can then use at a time and place of your choosing, and puts you much closer to the Restructure threshold if you've gotten low.
Imagine you've scored a Private Security Force. The runner knows you have it, and is now on notice to avoid ending his turn tagged, more so than the fact that your identity card says "Weyland." But, let's say he has slipped up, or you've got a single-advanced Bounty poised to score or a SEA Source in hand, and one Scorched Earth you've been saving for a special occasion.
You spend your first click to tag the runner with either the SEA Source (you have more credits than him, right?) or the Bounty. Now you have two clicks left. Weyland Tag & Bag is very popular in the meta right now, so the runner has 3 cards in hand and a Plascrete carapace--you need 7 damage to flatline him.
In the scenario above, you can't kill him. At most you can do one damage from the PSF and four from the scorch--a savvy runner will let his grip go to zero, then start taking tokens off of Plascrete--so in the end, he has 2 plascrete tokens left. And if you spend your 2 clicks to hit PSF twice, then you're just blatantly telegraphing that you're *not* holding a Scorched Earth, and that's a big giveaway to a canny runner.
Now, imagine that the 4 advancement counters you scored on PSF instead had gone to overscore a Project Atlas. In the situation above, instead of just tickling him for one meat damage, now you can spend the Atlas token to go get a second Scorch and the enemy, being naughty in my sight, shall snuff it. Atlas tokens are a loaded gun pointed at the runner's head, because you can go get a second scorch, or a SEA Source essentially at will; it grants you much more flexibility. If you've got the Atlas in a position to score for more tokens--let's say the runner is poor and you've got Off The Grid up and thick HQ ice, you can install/advance/advance, and then then next turn advance/advance/advance!score for *two* tokens to tutor for the kill shot any time you bloody well please.
Rationale: Archer *hurts,* and you've got 1 Point agendas you won't mind trashing. This will free up Influence for 2 SEA Source, which is such an autoinclude for Tag&Bag that I didn't notice you didn't have it. Put your cheap ETR ice in front of whatever server they want to get to, wait for them to install their Fracter or Decoder, then kill it when they hit the Archer you just put in front of that ice. Find room for 2 SEA Source--maybe 1 less Green Level Clearance, Draco, or Off the Grid.
once again thank you for the help and your explanations!
I was in the middle or tweaking the deck before I got your response. I incorporated everything you suggested, except for the ICE restructuring. Here is where I am at right now. Notice I dropped the snare in favor of another data raven. What ICE should I drop to include archer? I was thinking 1 enigma and 1 caduceus.
I think that a single Data Raven will be plenty. I actually don't use them at all in my Weyland deck (my only tag sources are Sea Source and Snare!).
I'd maybe take False Leads over Posted Bounty, but you don't need to.
I'd only go with two enigmas, they are great early-game ice, but get useless pretty quickly. Hadrian's is expensive, I'd only take one or two of them. I'd lean towards Bastion instead. Chimera could be useful as well.
Off the grid is so expensive to play and unless you have HQ locked down, may not be super useful (you also need to rez it before the runner spends a click to run).
However, it is nice to force the runner to make an expensive HQ run before he/she can hit the remote.
With the leftover influence from dropping the Raven, you get get two copies of Closed Accounts (useful for trying to pull off a Sea-Scorch or just nuking the runner cash in general) or even Anonymous Tip (gets you through your deck to ICE and Econ faster.
Your ice mix has gotten thinner--you're down to 3 Code Gates, 6 Barriers, and 9 Sentries, and are looking at adding 2 more. At the very least, you should swap one Sentry for another.
Sentries do best as the outermost piece of ice, after the runner has already invested time and money into installing a breaker that gets past your ETR ice. *That's* when you want to rez a Sentry on them, so that you can trace or tag them as a surprise. If you are running sentry-heavy, and that's the first Ice they see, then they'll go get their Killer and that will undercut the efficacy of your ice.
Enigma is good early game, yes, and it does fare poorly against almost any Code Gate breaker, but you still do want to see it early so there's an argument for keeping it at 3x.
Maybe...
Hadrian's Wall (Core) x2
Ice Wall (Core) x3
Shadow (Core) x2
Caduceus (What Lies Ahead) x2
Data Raven (Core) x2 ■■
Enigma (Core) x3
Archer x2
Tollbooth x1 ■■
Bastion x1