This deck was played by the entire San Francisco/Glass House/West Coast team at Worlds 2016. Lots of people have asked to see the list, so here it is!

The following folks are credited with making significant contributions to the list:

Weston Odom - @WestonOdom

Timmy Wong @tmoiynmwg

Brian Cronin - @Murphy

Adam Cabrera - @aleph_c

Eric Phetteplace - @phette23

Noah Mckee - @Nobo715

History

After Obelus came out, I knew there was a good Account Siphon anarch deck. The synergy between having tags, drawing cards, and increasing your hand size seemed pretty obvious to me, and I figured several other groups were working on something similar.

We tried pretty much everything for this deck. From Sucker/Parasite, to having a more traditional breaker suite. The operations changed a lot over time, but we all collectively liked what we ended up with after many hundreds of hours of cumulative testing.

Our collective meta predictions and testing pointed at playing against CtM/Sync about half of all games, ETF about 1/3rd, and with the rest of the corps being much less prevalent. This deck is largely tuned to fight those archetypes only, and definitely has random rough matchups against other decks. (Such as Palana with Snares! and Fetals) Overall, in the normalized competitive meta, it felt like a monster as each of us tore through yellow deck after yellow deck to put 4 players in the top16, and 6 players in the top 32.

Tech Cards

Day Job - This is largely a tech card for the ETF matchup. You need large bursts of credits to be able to install your cards, since Account Siphon is largely unreliable against good glacier players.

Forked - This is a tech card for ETF. Strong sentries like Ichi 1.0 are not very popular, and you often discard it against most decks you'll face.

Plascrete Carapace - We were very split on whether or not this card was relevant in the Bluesun matchup. For most of testing we did not play it, and won most of our Bluesun games. After seeing the prevalence of combo boom!, many of us decided to slot one. Most often times you have a massive hand size, so having a plascrete is often not relevant.

Black Orchestra - You have no answer to Turing on a central server without this card.

Eater - In grindy matchups where you need to trash a lot of ice to make plays, Eater is very helpful. I ended up cutting it for King of Servers, but its still often solid against ETF. I don't think I installed it for all of my 10 games played at Worlds, but it was a nice plan B.

Rebirth - This is several tech cards in one. Players on our team turned into a variety of Anarch IDs throughout the day. If resistors are keeping you down, Quetzal is a great choice. If operations are building up in HQ, Kim is there for you. I think the praises of turning into Omar in a cutlery deck have been said enough, but this deck heavily pressures the corporation's ice, and as such, they seldom have extra to throw on archives throughout the game.

Tricks

"Combat Tricks" as I call them, are cards you play that give you windows of opportunity where there would otherwise not be one. These cards surprise your opponent, give you bursts of accesses or siphons, and generally continue to force the corp to respect various aspects of your deck throughout a match.

Hades Shard - This card's interaction with Obelus is a bit controversial, but it is quite potent in a deck that strongly desires to gain an advantage and then snowball out of control for the rest of the game. Drawing 10+ cards on a siphon run, and then using all the cutlery you've drawn to trash their ice using Faust + extra cards is really amazing. Shoutouts to Weston Odom for figuring this out a few weeks before worlds.

Rebirth - Turning into Omar in the late game against heavily ice centrals usually seals the deal. This was included because of the close-ish ETF matchup, but it was useful across the board in every matchup.

DDoS - Many players will double ice HQ, but not anymore. This is generally fine, but with DDos in the deck, you are able to punish corps for not respecting your Siphon plan enough.

Gameplan

Mulligan for Card draw, Faust, and Siphon. Your best hands include Faust + Siphon, so you should really just mulligan for them. I saw players keeping Faust/Gamble/Inject types of hands, and I think those are great as well.

In the early game, you are looking to establish Siphon lock while slowly building your R&D pressure. Cards like DDoS work best in this phase of the game, but have some value elsewhere.

In the mid game, you are trying to land a hades + obelus combo, and trash as much ice as possible.

Toward the end game, you should easily have Medium online, and be able to continue trashing ice and running R&D with Medium (which will continue to draw you cards.) Turning into Omar to deliver the finishing blow is extremely common.

Closing Thoughts

This deck was particularly strong in the worlds metagame, but with all the new tag punishment and ice that is strong against tags, there's definitely more work to be done with a list like this. I think tag me anarch as a good chance of continuing to perform well, but Yellow is getting some great tools against you, as is Weyland in the form of Best Defense.

If you have any questions leave them in the comments and I'm sure one of us will answer!

-West Coast Testing House