Seidr Laboratories

Ridiculously designed

Mason held out his wrist and let the scanner read his clearances. The screen flashed a pleasing Green, and the door ahead of him swished open. The hall was long and nondescript, with doors evenly spaced on each side.

After a few minutes of determined striding later, and Mason reached another stop that queried his clearance level. After a swipe, this one flashed Blue, and bisected doors slid open, revealing an elevator.

Mason descended. The elevator had no controls or access points on the inside. It didn’t even have a floor indicator.

He simply went down as far as his clearance allowed, then stepped out into another nondescript hallway.

After several more such maze-like detours, Mason stopped in front of a final elevator. This one was flanked by two PriSec team members. They nodded to Mason and kept their eyes trained on the hallway that he had walked down.

Swiping his wrist at the screen, the elevator opened up and beckoned him inside. The screen had flashed a murky, purplish sort of brightness.

When the elevator doors opened, Mason had reached the deepest labs in Haas Bioroid. The work stations that developed the most classified, the most intense, and the most interesting of Bioroid research.

That he knew about. There could always be more levels of clearance.

You’re cleared

My first thought was recurring traps. But meh, that’s just a little too on the nose. I mean, it’s super cool to install a Snare in a remote and bait the runner. If they go for it, awesome. If they don’t, then you overwrite the Snare and recur it with Seidr’s ability. It’s a cool play, in theory, but wouldn’t I be better off just accelerating the win condition? Snare would open scoring windows… maybe… but they don’t actually slow the runner down that much unless you’ve got some sort of other damage to threaten with. They don’t have to slow down against HB unless they expect to hit multiple Snares. Which they can avoid by just doing single accesses.

So, I scrapped that idea and decided that recurring multi-purpose operations would work just as well. Use the clearances to accelerate our board state, build big remotes, drop agendas, Mason, Heinlein for spice, and win quickly. When the runner spends or loses a click during a run, we can recur a Clearance to keep accelerating our game plan.

I considered going with Strongbox and Breaker Bay Grid, but I think that’s a different build that doesn’t rely on clearances. I actually think that one—an even more FoodCoats build—might be more competitive. With Breaker Bay, Eve, Adonis, Ash, and Mason, you can click the runner out and get Strongbox up for 0 credits.

But if you’re playing that, might as well play Moon as well. And suddenly the deck is completely different. Honestly, I’m nearly talking myself into that build. Okay. So I’m going to go and quickly design that build and see what it looks like.

Okay, I built it, and it relies on too many things.

Strongbox isn’t that strong at only 1 to trash, even on a free rez. And the runner can just run first click to get around Mason and other shenanigans. If you try to fit Ash, Strongbox, and Mason into a server, you’re waiting way too long to score. I think faster is the right call.

So. The Clearance version.

DeClicker Seidr (Seidr Laboratories)

Seidr Laboratories: Destiny Defined


Agenda (9)
3x Accelerated Beta Test
3x Global Food Initiative ●●●
3x Project Vitruvius


Asset (6)
3x Jackson Howard ●●●
3x Marilyn Campaign


Upgrade (3)
1x Heinlein Grid
2x Mason Bellamy


Operation (12)
2x Biotic Labor
3x Blue Level Clearance
3x Green Level Clearance
3x Hedge Fund
1x Ultraviolet Clearance


Barrier (6)
3x Eli 1.0
3x Vanilla


Code Gate (9)
2x Enigma
1x Fairchild
2x Fairchild 3.0
2x Ravana 1.0
2x Turing


Sentry (4)
2x Architect ★★
1x Ichi 1.0
1x Ichi 2.0


8 influence spent (max 15, available 7)
21 agenda points (between 20 and 21)
49 cards (min 45)
Cards up to Terminal Directive

Deck built on


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