This is my first stab at an Assimilator/Aesop's Pawnshop build out of Apex.

Events: Deuces Wild provides versatility with draw, econ, etc. Dirty Laundry and Sure Gamble are here for econ. Interdiction, Mad Dash, and Stimhack as pseudo econ, preventing extra runs being necessary. Making an Entrance to dig a little deeper in the deck to find a program or part of the Assimilator/Aesop's combo.

Hardware: Heartbeat: there's a reason it was in the 2nd Place Deck at world's. It's good!

Resources: Assimilator/Aesop's is the fuel of econ and card draw (once Reaver is installed). Hunting Grounds is a versatile card. It can be your econ/draw if you have nothing to install facedown and can pair nicely with Making an Entrance if you can stack the deck precisely. Turning Wheel for multi-access and Wasteland because....gaining 4-6 with Aesop's is better than 3.

Programs: Aumakua=GOOD BREAKER! With the new Assimilator/Cyber Cypher ruling preventing the selection of a specific server, Cyber Cypher is the best decoder in this type of build. Na'Not'K and Paperclip speak for themselves. Harbinger for Aesop's/Heartbeat fodder and Reaver for the card draw.

The beautiful part about this deck is how many of the pieces you need in the early game, serve as late game fodder for Aesop's. How does installing Reaver for 2, getting its card draw power, and then selling it for 6 later, sound? Same goes with Assimilator: once you have Cyber Cypher and Aesop's flipped face up, you can sell it. This deck is very fun. Obviously, it's not tier 1, but with strong piloting can do some damage.

(JNET tip for using Assimilator... just lose 2 clicks, add the facedown card to your hand, install it, add the install click back, and add the install cost back to simulate Assimilator, until the awesome folks at jnet get it implemented. You'll have to type "/close-prompt" once Cyber Cypher asks you to pick a server.)