5-0 through Swiss rounds , 2-0 in Double Elimination.

Mostly Derived from SlySquid's MaxX list . Also, somewhat similar to most MaxX lists seen nowadays. This deck is all about getting ahead of the corp , and staying there. Explosive turns are what this deck is all about. You want to pressure the corp starting around turn 3 or so , with your first two turns getting econ of some sort.

Day Job is your ideal turn one play. Play it and watch how the corp reacts on their second turn. If they decide to double ice a central , exploit the weakness on the other central as hard as possible and keep doing it. Keep going until the corp addressed that problem , then create a new problem elsewhere. Wash , rinse , repeat until you win.

As for the design choices for the deck :

1 x Forked is enough for the deck. Corps are generally packing Architect , and they use it to protect other sentries anyways. There are only a few sentries in the game that you really care to remove anyways (Archer , Ichi 1.0 , Tsurugi , Komainu , Data Raven , and Maybe Lancelot). Any other sentries either don't tax you enough for you to care , or they're expensive enough to usually be outside of the corp's budget to rez. Which goes into design choice #2 :

2x Femme Fatale. Deals with Swordsman perfectly. Deals with 2str or less sentries perfectly in general. Femme's bypass ability is incredibly relevant for this deck to actually get access somewhere when it needs to. Knight + Femme Bypass will help you dig out a Crisium Grid so you can go back to keyholing/siphoning. Very easy to retrieval run out when you need to as well. 2 of them is the number you want , as it allows you to see a femme in your heap fairly quickly , without tying up precious slots in the deck.

1x Singularity is in the deck to deal with Ash in a remote. Singularity allows you to still get into a remote with ETR ice on it , without having to go through a billion hoops to do so. You really only need one , as you CAN just Same Old Thing it (for 3 clicks) and get in when it's pivotal (don't do this unless the corp is on match point). It's certainly a card that you won't play in 9 out of 10 games , but in that 10th game , it'll save your life.

Solid as hell deck , that's fun as hell to pilot. MaxX has so many ways to just win the game , and does so quickly.

Also... can't wait for Immolation Script for this deck. That card is going to make this deck straight up oppressive , moreso than it already can be.