Waldemar HB (2x Top 8 Regionals, DMQT Winner)
Decklist
Identity
Agendas
Assets
ICE
Upgrades
Operations
Deck Notes
The decklist may seem janky but make no mistake - this is absolutly a top-tier deck.
This deck is the sensation that is sweeping the German meta at the moment. From nowhere, a player called Waldemar swooped in and got 3rd place at the North-German regionals. I used the deck myself since then and got 5th place in at the West-German regionals with little to no training. Another player (Putzlappen) won a qualifier tournament for the German Nationals with it (DMQT).
Let's Talk Mandatory Upgrades
The deck has 3 of the agenda Mandatory Upgrades. It sounds like a joke but this deck list should really make you re-consider the agenda. The goal here is to score the agenda the regular way. No tricks. Just slow-advance it up to 6 in a taxing scoring server. Here are some reasons why this is so powerful.
If you get the agenda scored, you pretty much won the game. The fact that you can fast-advance many agendas isn't even the main advantage. Just having 4 click turns is huge. You can purge and install. You can keep developing the board while churning out agendas. You can advance a previously installed agenda, score it and put another agenda in that scoring server ready to go next turn. The click advantage means you are likely to pull ahead of the runner very quickly.
The advancement requirement of 6 sounds daunting since you need 3 turns to score it. But it's actually quite doable. You even have some leeway since you don't need to spend ALL of the clicks of those 3 turns to keep advancing the agendas. A move I like to do its Install, advance on the first turn to fake out an NAPD Contract. Next turn advance, advance and use the 3rd click to keep developing the board. This second turn will often seriously confuse the runners. Are you baiting them into a super-taxing run on a NAPD? Is this an HB trap? Or is this just an awkward 5/3 score? The final turn is then advance, advance, advance, score. It gives you immediatly a 4th click on that turn. Note how you have an extra click on every turn of the scoring process to let you develop the board state, play Hedge Fund or whatever you need to keep tabs on.
Your servers are taxing enough to keep an agenda safe for longer than just 2 turns. Especially Noise often simply lacks the tools to seriously contest a server with Ash 2X3ZB9CY and Red Herrings in it. Most players won't even try, not expecting the kind of advantage you will get from scoring it.
Finally, the most important advantage of Mandatory Upgrades is that it is a 2-pointer. I've never seen anybody comment on it, but this is huge. There are no 3-pointers in the deck. Which means both players needs to score 4 agendas to win. If the runner does manage to break into your scoring server and steal the Mandatory Upgrades they just get 2 points. And they will likely open up the scoring window to drive a second agenda through. The agenda seems like you are going out on a limb, but it is actually much less risky than most 3-pointers people are happy to run with.
The reason why there are 3 agendas in here is because you WANT to have it on hand when that magical scoring window opens. You also want to be able to lose it in a central server run and still have that option. Finally, you can try to make the runner concede by scoring 2x Mandatory Upgrades. Why not?
Asset Economy
Your have all the asset economy in the world. It will either make you rich or it will make the runner poor (and you still will be rich). Runners usually really don't have the economy to trash all your assets. To twist the knife, you also have Encryption Protocol. There really is no good play against those. They can trash them, but they will waste money and time. They can keep them around but that will make your assets untouchable and, as an added benefit, your upgrades like Ash 2X3ZB9CY, Red Herrings and Crisium Grid become untouchable as well. You can easily get moments where the Ash 2X3ZB9CY trace will be cheaper than its trash cost.
That's why Red Herrings is here. This deck is all about financial supremacy and Red Herrings allows you to leverage that even more. I had games where I played it on R&D making the runners bite their lips as I parade my agendas in front of their eyes on a super taxing multi-access R&D run.
Playing the assets requires some planning. Playing them naked may work against some Shapers. Against Criminals you'll just create servers for Security Testing. Anarchs have the Imp. Better protect your assets. Don't shy away from putting an Eve Campaign behind a Tollbooth. Play your Adonis Campaign in the scoring server. You want to create those win/win situations.
Imp may sound like a problem but it rarely is. It is very taxing for Anarchs to contest assets servers when they are protected by your ice. Don't shy away from purging virus tokens to seal the deal. You have time.
Cards you may have issues with are Scrubber and Whizzard. Neither of those are very popular though. And they just mean you need to tax by protecting the asssets a bit better.
Changes
The decklist here is not the original deck by Waldemar. I swapped 1 IQ against 1 Excalibur for some additional tactical options. I've seen some people replacing the IQs with Enigmas and additional Vipers. One of the Wraparound can free up an influence for a Lotus Field.