I've been working on this deck since I got O&C a few months ago and I've been having a lot of fun with it, it's probably gonna be my pet project throughout the rest of the sansan cycle. I cant boast about it dominating tournaments or anything - but it's a lot of fun and is only going to get better as certain cards from the SanSan cycle get released.

The thing that makes this deck special (as far as I know) is the use of Raymond Flint + HQ interface + Bad pub givers. With this combo you can pretty much access HQ whenever you want - even if the ice is rezzed, which helps a lot with Valencia's issues in mid and late game. I don't see many people talking about this combo, I think it's pretty great. I also have Itinerant Protesters in there to help with this - but usually it doesn't do much work until you have 4-5 bad pub and the corp has to start top-decking.

The main things that I'm trying to work out right now are my ice-breaker suite and economy. Right now I'm using Crypsis with the Adjusted Chronotype suite, along with 3x data folding to add just a bit more 'Umph', and of course there is also the bad pub. I'm pretty sure that clickless economy is the way to go with this deck, due to having to be able to trigger Investigative journalism without losing too much tempo. I have no idea what I'm gonna do with the breaker suite. I'm certainly not gonna stick with crypsis, but I just don't know what I want to use in his place.

PILOTING - Early game Use blackmail shenanigans to get as many early accesses as possible. If you have to use Raymond's expose ability to prevent wasting those precious grey cards on something that's not important to get rid of. Work on setting up as fast as you can as well. - Mid game Start using the core combo to get timely accesses on HQ. Watch for the usual signs. If their scoring remote is still unrezzed they're probably keeping agendas in their hand to protect against your blackmails. - Late game You should have enough of an economy built up to be able to use crypsis to get in when you need to. You get 5 credits every turn + at least 4 bad pub (however you can get some more by using your Deja Vu's to recur your Investigative Journalism)

POTENTIAL FUTURE CHANGES (San-San spoilers ahead) I'm looking forward to a lot of the new SanSan cards, Turntable will replace vigil as soon as I get my hands on it, it should help a lot with getting the most out of those HQ accesses. Trope will fill the hole where Levy should be, I'm not using Levy right now due to it filtering back too many dead draws, and the influence is a bit of a pain as well, but with trope I'll be able to pick out exactly what I need, and it's in faction too! Street peddler could help with filtering some more of those dead draws but honestly the last thing this deck needs is card draw. Meurtos Gang Member will be a nice way of dealing with the ice that gets rezzed, I can already tell that this will be a key player in this deck once it comes out.

I might also want to experiment with an ice-destruction suite using Eater + Cutlery + Parasite + Datasucker + Immolation script. This suite would help with giving the deck some teeth, and would give me a way of dealing with rezed ice and it would make it a lot more interactive as well, which is always more fun for everyone involved.

I've thought about adding stimshop shenanigans to this deck as well, but honestly I think the Chronotype suite is pulling it's weight as far as economy goes.