I am pretty unconvinced that Apex with the current card pool will be top tier, but its fun as all hell.
Here are my notes from the stimhack thread which explains some of the card choices and makes some observations on Apex in general.
- Draw is seriously not a problem with chopbot and QT. With 1-2 wastelands out you can net a card and 2c a turn, which is great. It doesn't take forever to set up either (comparable to desperado/sec testing iv found). Cycling out face down cards into your heap also makes levy better. QT feeds faust nicely, its rare iv found myself bouncing if i take the time to think it through and call the face down ice correctly.
- Deja Vu is there as your 2nd levy.
- Ghostrunner looks dumb, and is dumb. But with 1-2 wastelands when you use all the credits you can turn ghostrunner into an easy mark or a sure gamble, which is neat. The uses for GR are limited though as your breakers don't need money, so tollbooth (allowing you to use hunting grounds on something like data raven or komainu instead, although you should aim for 2 hunting grounds for maximum lulz), pop up window, traces etc. Other than that, its a facedown card.
- Faust is the only breaker we can really use that will handle the problem ice that endless hunger cannot, albeit when you start breaking things like assassin and susan it gets pretty taxing. @Zeromus's explanation on his list way back is pretty much bang on - remote lock primarily, and poke the centrals if you think you can get an easy access. Also, faust > e3, and breaks the reliance on that two card combo as your breaker suite.
- Apocalypse is something of a trap card i worry. You definitely dont want to play it every game, i think more than anything its for taking down asset spam NEH. Against HB apocalypse would one of the first things id put facedown, if you find yourself at the right point to play apocalypse you will invariably also find yourself in the position of needing to click through a bioroid.
- Makers eye is the best post apocalypse option i feel, and has a lot of utility elsewhere too.
- Prey is mostly useful for taking out low cost binary ice, to preserve facedown cards (they are still a resource and need managing like credits).
- With a singleton plassy (can be a facedown card happily in every other matchup) and heartbeat you are EXTREMELY hard to kill. Rage quits aplenty from haarp scorch players, which is delicious.
Speaking of facedown cards, Apex more than any other runner has been forcing me to think about the next 2-3 turns, and what i want to do. Before with other ID's i played almost purely reactively, but with the list below i think nearly every card has value, so you need to really, really think about when you want to play a certain card, and whether or not it will have value as a facedown right now. Do i want to QT turn 1? Do i need endless hunger right now? If i apocalypse the corp into the ground, what do i want facedown and what do i want in my heap?
I don't know if i am a good enough player to really pull an Apex build up, but i think at least this build answers a lot of the problems the ID faces.
Apex: Invasive Predator (Data and Destiny)
3x Apocalypse (Data and Destiny)
3x Dirty Laundry (Creation and Control)
1x Déjà Vu (Core Set) ••
1x Levy AR Lab Access (Creation and Control) •••
3x Lucky Find (Double Time) ••••• •
3x Prey (Data and Destiny)
3x Quality Time (Humanity's Shadow) •••
3x Sure Gamble (Core Set)
2x The Maker's Eye (Core Set) ••••
3x Chop Bot 3000 (Order and Chaos) •••
3x Heartbeat (Data and Destiny)
1x Plascrete Carapace (What Lies Ahead)
2x Ghost Runner (The Spaces Between)
3x Hunting Grounds (Data and Destiny)
3x Wasteland (Data and Destiny)
3x Endless Hunger (Data and Destiny)
2x Faust (The Underway) ••••
3x Harbinger (Data and Destiny)
25 influence spent (max 25)
45 cards (min 45)
Cards up to Data and Destiny
Decklist published on NetrunnerDB.