Paul Blart Scary Cop selfie
The Bowery Presents
PUT YOUR BEARD IN MY MOUTH
Hole
let's talk about Bridgerton tea, my ask is open
Show & Tell
ojovivo
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d e v o n

roma★

bliss lane
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taylor price
NASA
KIROKAZE
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One Nice Bug Per Day

Kiana Khansmith

gracie abrams
Noah Kahan
seen from Ecuador

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@rumirumirumirumi
Paul Blart Scary Cop selfie
I'm not presuming to be a flirtation expert, but learn from my mistake and never try flirting by reading Longfellow aloud. It's a bad decision.
I say “Ancient Greece” because she keeps saying “Ancient Greece” it is VERY clear she’s in a survey class right now but why would you lead with that as flirtation I wanna know
I always flirt by talking about Herodotus.
Kill Build pt. 2
Last week I wrote about decks that paired a flatline method with a strong scoring strategy in order to utilize the flatline for the lowest possible investiture of resources. The value of these kill decks was the way the flatline created a two-prong attack for the deck’s overall strategy such that a runner was forced into straining their resources to deal with both vectors of the corp’s deck simultaneously. They also have the advantage of mitigating a major weakness playing for the flatline: killshots are highly situational. Being able to score agendas effectively while also threatening the flatline gives the corp a meaningful route to victory in any situation. Even as disparate as the scoring strategies or flatline methods may be, this broad category of kill deck is potent because of the combination of scoring and killing.
There’s another broad category of kill deck which can garner some of these advantages but does so in a profoundly different way. Rather than using scoring strategies to overcome the situational nature of the flatline, these decks produce a large volume of damage through a variety of different methods. The wide variety of damage production creates an overlapping set of conditions for the runner to avoid. While the conditions to create a flatline from any individual method may not be met in every game, the proliferation of methods can give an opening for a killshot with one method while the runner attempts to avoid a different set of flatline conditions. Scoring agendas is a relatively low priority in these decks compared to doing damage to and eventually killing the runner, but it’s the increased number of dangers and the limits of the runner’s knowledge that opens up an avenue for scoring agenda among the fatal traps. If the first broad category of kill deck was a two-pronged attack, this category resembles a minefield primed to explode at the first misstep.
We’ve already seem some aspect of this broad category at work in the decks we looked at in the previous article. Many Weyland decks include both Scorched Earth and Punitive Counterstrike together with a glacier or rush strategy for scoring. These two cards serve the same purpose (producing a large volume of damage in a single click) but have two different sets of conditions that need to be met in order to serve that purpose (Scorched needs the runner to be tagged and Punitive needs the runner to have stolen an agenda and be at lower credits than the corp). A runner who is able to avoid one of the conditions (for instance if they’re playing tag prevention cards like Forger or New Angeles City Hall) may not be able to avoid the other, which gives the corporation an opportunity to flatline one way while the other way is unavailable. In another example, NBN kill decks usually only have one way to flatline (because they have to spend influence for any damage dealing cards) but if their flatline method is through tag punishment they may include a wide range of ways to tag the runner. Tags from Data Raven means the runner either can’t run on a server or has to be ready to clear tags immediately after. Tags from SEA Source or Midseason Replacements means they have to keep up in their credits during the corp’s turn. Tags from Breaking News means the runner has to keep on top of easily scored agendas. Multiple means of tagging forces the runner to navigate a web of choices or die.
Kill decks that focus on multiple flatline methods extend this idea to a more extreme conclusion. If adding an extra means of flatlining makes it more difficult for the runner to avoid dying, then a third or fourth method will make it even more difficult. At a certain point, there are so many means by which the corp can kill the runner it completely warps the flow of the game. With fewer resources spent on defending servers, the time and credits invested by the runner on breaking into servers becomes, in some respects, besides the point. Stealing agendas is still the most viable way for the runner to win, but the path to stealing those points are laden with dangers. Runners must approach these decks more gingerly than because cards are more easily accessed but come with a wider array of risks. In some cases the runner is stuck with making a decision that is little more than a guess with the result deciding the outcome of the game. In other cases the runner is left with little decision at all: anything they decide to do will inevitably lead to flatline.
Understanding how to best utilize the new game environment these kill decks create requires an understanding of the lines of play each of the overlapping flatline methods requires and how they are mutually supportive. To provide some concrete example of this, I want to spend some time focusing on Cambridge PE, a deck popularized in the US by Chris Hinkes and brought to the World stage by Mihn Tran. The Cambridge deck begins its damage focus with the ID: Personal Evolution essentially turns every agenda into a source of net damage. This has several effects on the runner. For one thing, it adds an extra layer of cost to stealing an agenda since every agenda stolen is going to tax the runner one card from damage. The risk of flatlining due to agenda steal is a flatline method that’s unique to PE, and Cambridge decks try to make the most of this with Fetal AI. The risk of running into Fetal AI and a Snare! on a single run can spell certain doom and limits the use and effectiveness of multiaccess cards. Even when stolen agendas don’t result in flatline, unless the runner recovers from the net damage by drawing cards they make themselves more vulnerable to flatlining later. This can force the runner to slow down their aggression or take increased risks of dying. On the other hand, letting the corp score an agenda becomes more dangerous against PE because they get points and deal damage at the same time: this pushes and pulls at the runner, incentivizing runs while also punishing them.
This interaction between PE’s ability and scoring/stealing agendas opens up lines of plays in many different directions. Installing and advancing an agenda can be a means towards victory by points if the corp is able to do so multiple times over the course of the game. But an installed agenda can also be a way to deal damage to the runner without spending extra credits, and if there’s an opportunity from another card like an advanced Ronin or Neural EMPs, feeding the runner an agenda can promote those lines of play by dealing damage at the cost of 1 agenda point. Philotic Entanglement is potent for promoting this line of play because it becomes stronger the more the runner steals from the corp, so now not only are you promoting the flatline by dealing damage but you’re also promoting the Philotic flatline by giving them more agendas. With the correct set-up, the corp can create no-win scenarios for the runner by being able to capitalize on any decision the runner makes.
Alongside the risks of agenda play Cambridge uses a combination of Ronin and advancable traps to promote multiple lines of play. A card that can be advanced is likely either an agenda, a trap, or a Ronin. When there’s an agenda installed and advanced, the runner generally want to run on it to prevent the corp from scoring. When there’s a trap installed, the runner doesn’t want to run because they’ll suffer the effects of the trap (which can be incredibly punishing in the case of Project Junebug or Cerebral Overwriter). When the card is a Ronin, the runner wants to run and trash it or else the corp can threaten to deal a large amount of damage in a single click. These three possibilities are at odds with each other because you want to run right away on an agenda, you never want to run on a trap, and you eventually want to run on a Ronin but you don’t necessarily want to right now. As more cards are left installed and advanced, it becomes even more difficult to clarify for the runner which cards are which and the stakes become higher for the runner if they leave those cards unmolested.
Once two Ronins are installed and advanced, the corp can threaten an instant flatline. The threat of a double Ronin flatline can open up many lines of play. Even with one Ronin out, a pair of Neural EMPs in HQ can kill off a runner with less than five cards in hand and no prevention. If one of the cards installed and advanced is a Cerebral Overwriter, the risk of double Ronin may seem so great to the runner that they can be forced to run headfirst into a trap in order to deny a double Ronin flatline. Players may be approaching these lines of play with straightfoward and well reasoned maxims. For instance, they may rightly assume that if an advanced card was an agenda you would have scored it at the first opportunity. The threat of double Ronin may reactivate a trap that’s been set but not sprung: now that one of the two cards may be a Ronin setting up for a flatline, the runner may feel forced to run on a card they previously thought was a trap. There’s also an opportunity to keep advanced agendas ready to be scored to deal a piece of net damage without spending a click. And as soon as the corp reaches match point all advanced traps suddenly become active as the runner cannot allow the corp to score the winning points uncontested. As long as the lines of play are available to the corp, the runner is left with a set of uncertain and risky choices, and as more lines of play are developed the choices for the runner become more serious and more difficult.
Even if the runner is able to avoid a total blowout from the corp, as the game goes longer they can start to run up against a completely different line of play : death by a thousand cuts. Because Cambridge has many different sources for damage, it’s possible to deal a large volume of damage spread out over the course of the game. Once the runner draws through their deck they’ll have no new cards to lose to damage, which can put serious constraints on their actions. Unless they’ve been able to get enough points so the next agenda access will win the game, they need to have enough cards left over to steal the winning points or lose from PE’s ability. If on the way to finding those agendas they should run into traps, they may be locked out of winning by points altogether or flatline from small pieces of damage. It’s always a possible avenue for the Cambridge player to bleed the runner dry of all their card. This line of play is developed slowly every time the runner trashes a card from overdrawing or taking a piece of damage and its subtle effect on the game may only be perceived when it’s too late to mount a meaningful defense.
The corporation’s job in this game is to keep as many lines of play open for exploitation at the same time they promote those lines of play. For instance, a corp player getting ready to flatline the runner with a double Ronin play may install a Ronin with Mushin no Shin and advance it once, leaving themselves with 4 credits. Three of those credits need to be available if the corp wants to threaten the runner with a Cerebral Overwriter. Going below 3 credits closes off that line of play until the corp can get more credits. With the threat of Cerebral closed, there are fewer reasons for the runner not to run on the advanced cards: if it’s an agenda they can take some damage and get points, if it’s a Ronin they can defuse a future threat, and if it’s a Cerebral Overwriter they’ll avoid taking any brain damage. If the runner should run first click into a Snare! in R&D, the corp is left with a difficult decision of their own: trigger the Snare! and close off the Cerebral play, or lose the Snare! and keep the Cerebral play alive. It’s difficult to know in this circumstance the absolute correct play (for instance, the runner may be willing to run on the advanced remotes even if the threat of Cerebral was alive, or they may be unwilling to run during the same turn they ran on a Snare! for fear of Fetal AI or Scorched Earth), but the decision has to be made and the way to discern the best play has to come from an understanding of what lines of play are available and how the choices made by either player changes the possibilities of those plays.
A term that’s been used to describe the kind of intensive decision-making decks like Cambridge PE require is “skill-check.” At each step in the development of lines of play, each player has opportunities to shape that development based on their skill and knowledge of the game of Netrunner, and as long as players are able to use that skill and knowledge there is a possibility for them to successfully navigate the deck’s challenges. Players who don’t make the proper use of their skills can find themselves promoting lines of play for the corp instead of closing or removing them. If, for instance, the runner feels safe running on advanced remotes because the corporation has 1 credit (so Cerebral isn’t an active threat), they may be forgetting that Project Junebug only needs 1 credit to trigger its payload of damage. If the runner is being too conscientious about advanced remotes for fear of traps, they may be facing a rude awakening when the corp suddenly scores a Philotic for massive damage. A deck like this is challenging the skills of the runner because they’re being forced to use their resources and card knowledge in a way that is almost alien to other decks, and unless the runner has the necessary experience and skill they may not be able to make the changes to their play in time to deal with the deck’s challenges.
Unfortunately the reverse is also true: if the runner is familiar with the kill deck’s tricks and are able to play the odds well, the challenge the deck poses to the runner is significantly diminished. Even with the advantage of multiple means of flatlining the runner, flatlines are also situational, and if the runner can skillfully navigate those situations the opportunity to flatline the runner may never arise. In that case, the corp is now forced to win the game on points for which a kill deck of this type is not well suited. Sometimes this comes down to luck (for instance, if the corp never draws a trap against a runner who wants to aggressively run remotes) and other times it comes from the runner’s deck choices (for instance, if they include a lot of damage prevention cards in their deck build), but regardless of why the skill-check fails to adequately catch the runner, the corp is left with a bad mess to try to clean up.
This is a major part of why these types of decks only appear occasionally in high levels of competitive play and why once they make their way to top tables they’re likely to fall out of favor more quickly than other deck types. Once strong players start winning consistently with these decks, players become more familiar with the various tricks in their arsenal, giving them an ever-growing advantage over the corp. Even in match ups where the corp has the advantage, the fact that skill is a major determining factor limits the effect the mismatch has over the general outcome of the game. Even if players aren’t able to learn how to navigate the overlapping flatline conditions, damage prevention cards go a long way in countering these decks because they rely so much on producing damage in volume. These decks can periodically reappear in the meta once people stop anticipating them or as new cards are introduced to reanimate lines of play, but once they come back people are able to tech against or play around them more quickly the second time.
The fleeting nature of the deck’s competitive life shouldn’t discourage players from picking up these decks or building new versions of them. For one thing, playing these decks is the fastest and most effective way of learning how to counterplay against them: by learning the lines of play from the corporation side, you can learn as a runner how plays develop and what signals to look for when a line of play is coming together. For another, building a new deck might be able to catch unsuspecting opponents off-guard, since they may be unfamiliar with the general tenor of this type of deck or respond to lines of play as if they were developing out of a similar but distinct kind of kill deck. As new cards come out new lines of play are made available which can take advantage of other player’s unfamiliarity with how those new cards are used in the field. And ultimately, playing a game of netrunner which challenges the skills of each player is a benefit all to itself, and these decks challenge player skill in unique and surprising ways.
What happened when a group of Harvard students took the 1964 Louisiana Literacy Test that was designed to keep black people from voting? They all failed.
Leaving the actual test here because wow the questions
@mfreimuth Holy shit…
I love this video I’ve watched it 20 times
You deserve to have this video in your life.
Step 1. Watch this.
Step 2. Your day just got better.
and the more loudly a game declares “your choices matter,” the less they actually do.
Android: Netrunner is a very good game. That is all.
@ezrapoundinthetardis this has got some of my fave OST figures, the swirling arpeggios and the highly contrasting swells and staccato marimbas. Later in this track it has a couple of those weird bends that are disorienting and unnerving.
It’s moments like these I wish I had a t.v. and a VCR. Because I have Return of the Jedi on VHS but nothing to watch it on, plus no CD/DVD drive on my computer and an aversion to spending $20 on a digital download.
I’m really jonesing to watch Return of the Jedi.
Kill Build pt. 1
In previous editions of Damage Control I’ve made an effort to balance the conversation around damage decks between three primary strategies: killing, disrupting, and threatening the runner. Of these three strategies, killing is the one that most readily comes to mind in conversation about damage decks. Flatlining the runner is an incredibly powerful strategy because it can create a sudden win out of even dismal situations from the corp. It’s possible for the runner to die to a random piece of damage, but a careful or skilled runner will be able to avoid flatlining from stray pieces of damage. This means that most of the time a deck has to be specially designed to actively and consistently flatline the runner. Decks built to flatline the runner (often called “kill decks”) can snatch victory from the jaws of defeat and demonstrate the full power of damage in Netrunner.
Despite its power, killing the runner is also a highly situational win condition. The corporation needs to be able to produce a large amount of damage and the runner needs to have fewer cards in hand and inadequate prevention methods to succumb to that damage. This adds risks to decks that want to go “all-in” to kill the runner because, unless the situation arises for the kill shot, the deck may be left with few other opportunities to win. In my opinion there are two broad categories of decks that try to overcome this central challenge: decks that pair a strong flatline method with a strong agenda scoring method, and decks that include multiple methods for flatlining the runner. These broad categories have their own approach to the flatline that make discussing them together less useful than discussing them separately, so I’ll be focusing in this article on the first of these broad categories.
When the corp moves to score agendas, it poses a challenge to the runner to use the resources at their disposal to either stop the corp from scoring or steal points faster that than the corp can score. These resources come in many different forms but are primarily cards, credits, and clicks. Once a corporation advances a card in a remote or starts to fast advance agendas from their hand, the runner is being forced to use these resources. These resources, however, are also the resources used by the runner to keep themselves from dying when faced with damage. An icebreaker installed from the runner’s grip is one fewer piece of damage they can take before flatlining. Clicks they spend getting credits or making runs are fewer clicks they can spend drawing back up to a full grip or drawing and installing damage protection. And the credits used to break into servers or use their multiaccess options are fewer credits available to remove tags or prevent dangerous traces. Runners can find themselves hemmed in from the need to pressure the corporation’s agendas and the need to stay alive.
At the same moment the runner is caught spending resources between these important drives, the corporation is similarly spending resources advancing their agendas while threatening the runner with death. This balancing act for the corp takes place primarily in the deckbuilding phase of Netrunner. The corp has to decide how much of their deck is going to be dedicated to killing the runner and how much is going to be dedicated to things like protecting servers and building an economy to sustain them through the game. There are cards like Data Raven that can pull double duty, but for the most part cards that are included to flatline the runner are not going to be able to contribute to the corp’s goal of scoring agendas. For most kill decks, this means constructing a method for flatlining the runner which requires the smallest investment of resources possible and designing the bulk of the deck around a method for scoring agendas. Kill decks constructed in this way are said to use the flatline as an “alternative win condition” where the primary win condition is to score agendas. This is not precisely true in practice since many of the decks constructed in this way find the preponderance of their wins through flatline rather than scoring. Put more precisely, these decks create powerful “forks” in the runner’s decisions on how to best use their resources and powerful means for punishing the runner regardless of the branch they choose.
The most notorious flatlining method for this style of kill deck is the ubiquitous SEA Source + Scorched Earth combo. Scorched Earth creates a massive amount of damage in a single click, making it one of the most efficient damage cards in the game. At 4 meat damage a pop, Scorched Earth gets a lot of utility out of a single deck slot, which makes it very popular for decks that want to invest as little deckspace as possible on the flatline. Paired with SEA Source in order to actively give the runner a tag and another Scorched Earth, you’re looking at dishing out 8 meat damage in a single turn, which will flatline most runners instantly. For Weyland decks, this combination only cost 4 cardslots and 2 influence (plus an extra cardslot and 2 influence for each extra copy of SEA Source you want to add) which leaves most of the deck for the economy needed to land the SEA Source trace and for the ice used to protect agendas while they’re waiting to be scored. The low investment this combo requires also gives the corp a lot of latitude for what the rest of the deck looks like, and that allows for a wide range of scoring strategies to be used.
A common style of scoring strategy that gets paired with SEA Source + Scorched Earth is Rush. By installing small end-the-run ice and trying to score agendas as soon as possible, rush decks try to exploit the runner’s relatively underdeveloped boardstate to score agendas safely and cheaply. Weyland as a faction has many advantages to taking the rush approach: they have access to some key pieces of end-the-run ice like Ice Wall and Meru Mati, they have cards like Power Shutdown and Archer that can degrade the runner’s rig, and many of their agendas give them money which can maintain their early momentum. Add to that Weyland’s low-investment in SEA Source +Scorched Earth and you have a potent rush deck. Rush as a scoring strategy assists in creating flatline situations by forcing the runner into managing their early game resources in less than ideal ways. If the runner starts prioritizing early runs on remote servers over building their rig they’re less likely to take the time to build up a lasting economy or slow down to install damage prevention. If the runner does decide to slow down their pace, they may be letting the corporation get a big early lead in points. That early lead in points can also give the corporation more resources with which to score agendas or pull off the flatline. It’s a dangerous balancing act that the runner is being asked to perform, and the threat of the flatline raises the stakes of that performance.
I’ve been recently playing the Argus Security deck that won the Polish nationals this year, and it illustrates in full form the power of Weyland rush decks. Argus’ ID ability is a powerful punishment on a runner that is able to successfully steal agendas This increases the investment of resources the runner has to make in order to keep from losing the game on points. Behind the scenes Scorched Earth is waiting to catch an unprepared or ill-equipped runner when those expenditures of resources leave them weakened or unable to clear tags. The agenda suite is also geared towards keeping the pressure on the runner and threatening them later in the game: Oaktown Renovation lets the corp maintain their economic presence while advancing an agenda, Project Atlas can be overscored to let the corp search for combo pieces or more agendas to score, Posted Bounty can be left advanced in a server and then later scored and forfeited to land a free tag, and Chronos Project can remove some of the runner’s spent resources. These interlock nicely with an overall strategy of advancing agendas to create no-win situations for the runner.
The deck description claims that you want to focus on scoring agendas rather than trying to flatline the runner when playing this deck. In deed, many players talk about playing kill decks in general as focusing on scoring agendas and only flatlining the runner as an afterthought. But I would suggest we think of it a different way: that trying to score agendas with this deck actually promotes the flatline rather than detract from it. Advancing agendas becomes the means by which the corporation creates situations for flatlines, and the threat of flatlining is the means by which agendas get scored. This is the general condition of kill decks, and what decks do by having strong methods for scoring agendas is make the threat of scoring of equal weight to the threat of flatlining.
Glacier decks are the mirror image of rush decks: rather than taking advantage of the early game underdevelopment of the runner’s rig, they build a powerfully taxing array of ice during the mid- to late-game in order to score big agendas behind their defenses. Against glacier decks the runner usually has more time to spend on building their rig, but they also need to build a robust economic engine if they want to keep the corp from getting massive scoring windows. Relying on strong defenses means the corp will need to spend more deck space on ice and econ. They can afford to have large agendas which reduces the likelihood of a runner stealing an agenda on a random access and let the corp take full advantage of the scoring windows their large defenses create.These conditions in the glacier deck pair well with another potent flatline method: Punitive Counterstrike. With large agendas it’s possible to get 3 or even 6 meat damage from a single Punitive Counterstrike, and since it will be expensive for the runner to make their way through the corp’s defenses, the runner will often find themselves with a handful of agenda points but no money to beat the corp on the Punitive trace. Weyland is again the obvious faction to make use of this strategy, but because Punitive Counterstrike is 2 influence and doesn’t require any other cards to make it useful (just a strong economy and big agendas), many factions have been able to use Punitive Counterstrike to give their glacier decks a deadly edge.
This Blue Sun deck that won a store championship in Manchester, NH and this HB deck that won in Edinburgh both illustrate how glacier builds can improve with the flatline. Blue Sun’s ability is incredibly useful both for glacier strategies and flatline strategies: credits from expensive ice can be brought back into the credit pool to help maximize the defenses of key servers, or the credits can make a huge swing in the credit differential which can be brought to bear on deadly traces like Punitive Counterstrike or SEA Source. Weyland also has the advantage of using Government Takeover as one of their agendas, which makes for a very small agenda count and hilariously massive Punitive Counterstrikes. ETF has a naturally strong economy which facilitates building well-defended servers while also threatening the flatline through SEA Source + Scorched Earth. More influence is being used in the HB deck to import the flatline combo, but HB doesn’t have to use their influence on ice as much as other factions, so the extra influence is available in this glacier build. For both of these decks most of the wins are made up of flatlines despite having a relatively small amount of deckspace dedicated to damage dealing cards. This is largely because the opportunities for flatlines that these decks create with their method of scoring are nearly as consistent as their deck’s capacity to score: the difference is flatline opportunities arise earlier in the course of the game than the winning agenda.
The long-standing champion of scoring methods is fast advance, and for good reason. Fast advance forces the runner to rely on random accesses to steal agendas because agendas are rarely left installed during the runner’s turn. Many fast advance decks are also able to begin scoring agendas after only a few turns, meaning the runner will have to find ways to build their rig and start getting high-quality runs or risk being left in the dust. Since fast advance decks don’t have to build scoring remotes, they have a lot more flexibility on how much of the deck is taken up with ice, econ, or other cards. All of this makes fast advance deck fertile ground for flatline options. One of the key features to kill decks that pair a scoring method with a flatline method is the need for strong draw power and careful hand management. Dealing with both scoring agendas and threatening the flatline means the corp player will have to deal with an HQ that is chock full of cards like Scorched Earth and Punitive Counterstrike that they can’t use right away. In rush and glacier decks that can start to cause problems because you’re either left using their resources installing cards at inopportune moments or trashing cards they want to save until later. Fast advance decks don’t have this problem as much as other deck types because agendas are going to leave HQ to be scored quickly and since the overall pace of the game will increase there’s less to be lost when trashing a card that isn’t immediately useful. Because NBN has the best draw, the strongest fast advance options, the strongest means of tagging the runner, and plenty of influence, it’s the faction that can most deftly apply the threat of flatline to their robust fast advance strategies.
This Haarpsichord deck that took 2nd place at the PSI games is a great example of fast advance paired with flatlines to make an aggressive and powerful deck. Haarpsichord’s ability puts the breaks on the runner’s ability to steal agendas, which gives the corp much needed time to gather all the pieces required to make the deck thrum. The limit to one stolen agenda a turn also makes TGTBT and Explode-a-palooza into strong punishment for a runner using the multiacess cards that pose the greatest threat to fast advance decks. Quantum Predictive Model punishes runners for keeping tags and pairs wonderfully with Data Raven to give the corp free agendas. AstroScript Pilot Program is a powerful fast advance engine in its own right, while small agendas like QPM, TGTBT, and 15 Minutes can be forfeited with 24/7 News Cycle and a scored Breaking News to land two tags in a single click. Those two tags activate Scorched Earth and Traffic Accident, which can produce flatline-causing damage to a runner. Add in Midseason Replacements and News Team for more tagging potential and you have a vicious combination of speed and power. It’s a powerful development of the older Butchershop style in Near-Earth Hub (which used the extra draw from NEH to drive up the game’s pace) which leaves very few solutions on the runner’s side except pray from Plascrete Carapace and lucky draws.
These kill decks put on display only a portion of the vast variety of kill decks possible to create. Essentially, all that one needs for such kill decks are a means to win by points and a method for flatlines that compliment each other. The challenge in these deck builds is finding the proper balance between investment in flatlines and investment in scoring agendas, and in following the best line of play to achieve victory. Next week we’ll be working with another style of kill deck that emphasizes lines of play over complimentary strategies.
just so everyone knows some events that have happened in the “logical and coherent setting” of tf2:
- a magical element called “australium” that gives people superpowers, causing the entire continent of australia to be swole as fuck
- the entire world economy is secretly powered by two companies eternally fighting over australium mines
- respawn is canon and powered by australium
- the fact that both teams just happen to look exactly the same and the implications are Messed Up
- a wizard stole a young boy’s eyeball with a magical book, and 30ish years later, becomes roommates with the boy’s coworker
- christmas is called “smissmas” for literally no reason, also santa is evil
- currently, an alien invasion
- a baby raised by bald eagles
- robots that use money for fuel
and thats just the stuff i can think of off the top of my head
From what I remember the two teams look exactly the same because the two companies fighting hired different sets of mercenaries to combat each other. All of these mercenaries became double and triple agents over time, and with the respawn technology able to bring them back once they’ve been killed, the 9 mercenaries ended up getting swapped between teams until it’s become unclear who was originally hired by which company.
Guys, this is season ONE of the Simpsons.