Welcome back, friends! That was a warm weekend!
So, as many of you already know, on this coming Sunday is our
NETRUNNER STORE CHAMPIONSHIP at 2PM (and Saturday is our Born of the Gods
GAME DAY at 1PM!).
I'm pretty excited about it, and of course we both know you are. My mind has been abuzz with new Netrunner deck ideas lately, especially with our new fifteen cards from the latest data pack. Last night, I managed to compose a very interesting Corp deck that runs 21 ice and
16 agendas, but more on that another time. What I want to discuss today is...
running.
Making the Run
A strong, competitive Runner deck. It sounds easy, and they should exist, right? I mean, sure they do. But Corp... Corp has it so good these days. Let's face it, when coming to a Netrunner tounament, you're probably going to expect to be more likely to win as the bad guys. It's just the way the cards are stacked right now. Or so it seems.
To build the right Runner deck, we must think outside the box. Unfortunately, that box is very small. There are no real "combo" decks. There are four main strategies, as I see it:
-Resource Denial
-Zerg Rush (often coupled with the above)
-Economy Ramp (c'mon, Seasource me bro)
-Big Rig (in other words, late game inevitability of breaking down all the ice walls)
That shouldn't limit us. They're just the way things get done. Unfortunately, it can kinda feel like you're playing aggro or control against combo half the time. As the runner, you have no way of flatlining the Corp; you can't go from zero to win in one turn, almost ever. You do get some freebie wins every now and then when the Corp gets stuck with a lousy starting hand, but ultimately that is nothing to work into a deckbuilding strategy.
What we must assess is playing the field. What will we be up against?
I will risk it to say that probably the most common three Corp identities one can expect to run against right now are:
Stronger emphasis on the latter two.
So, what are some facets of these identities that we can probably expect to deal with?
-Bad Publicity
-Traces (even with Bad Pub, such as Seasource and Punitive Counterstrike)
-Net Damage (even without playing Personal Evolution: Snare & Shock!)
-Meat Damage
-Jackson Howard shenanigans
With those things in mind, I have a few thoughts for us:
This card.
I think this card is pretty great right now. I don't think one can build around this card like we used to when we were only a few expansions into the game. The simple fact is, there's only 3 in a 45 card deck and no real way to tutor them out. In that sense, I would advise against cards like Stim Hack, or combining it with Noise. What this card needs to be is simply an economy card with a bonus. Here are some particular things it does for us against the Corp strategies listed above:
-Takes beautiful advantage of Bad Publicity
-Allows us to "store" our important programs & hardware before running, without having to spend the money first to pay for them. Basically, getting them out of our hand so we don't risk losing them to Damage. Particularly useful against Jinteki, who's going to poke us repeatedly with small doses of Net Damage over the course of the game, and losing a singleton ice-breaker of a particular type to that is painful.
-Money well-spent. We don't have to spend money on particular ice-breakers preemptively before running; we can, for example, hold Yog on the Workshop and only ever pay to install it when we need to.
Running Every Turn.
Finding a way to run every turn is going to remain pretty important. Not only are you applying constant pressure, but you're also disabling Subliminal Messaging, which will almost certainly become at-least-a-1-of in every Corp deck. We need to consider cards that reward constant running, and the two most common ones are Desperado and Datasucker. Both are cards we should probably still run. But there are others, too, including a new one:
There are certainly more cards that reward running, but these ones are pretty impressive.
Unfortunately, we can't fit all of this in the same deck, and the deck I'm proposing here will almost certainly have to be Shaper for the heavy influence cost of Workshop. That being said, I find Kate to still be one of the strongest Personas. Good economy ability, +1 link strength. Yum.
Here's the preliminary stages:
1 Kate
--------
3 Clone Chip
3 Self-Modifying Code
3 Personal Workshop
2 John Masanori
2 Desperado (6 influence)
1 Hemorrhage (4 influence)
2 Data Sucker (2 influence)
1 Parasite (2 influence)
That's all 14 influence already, but well-spent. Unfortunately, it does not leave us enough room for the best off-Shaper breakers available to us: Corroder, Yog, and Femme Fatale. We could cut the Hemorrhage, but there is another option as well: cutting the Desperado and upgrading to the infamous 9-cost piece of work: The Toolbox. Toolbox helps us with another two issues: having enough hardware space for all these neat toys, and attacking traces. With the +2 link (giving us a fantastic three link strength with Kate) and +2 recurring credits for icebreaking, Toolbox may very well provide more economy over time than Desperado does in several matchups, especially those with trace ice (have you noticed how popular Caduceus has become?).
That lets us revise to the following:
1 Kate
--------
3 Clone Chip
3 Self-Modifying Code
3 Personal Workshop
2 John Masanori
3 The Toolbox
1 Hemorrhage (4 influence)
1 Data Sucker (1 influence)
1 Parasite (2 influence)
1 Femme Fatale (1 influence)
1 Yog (1 influence)
1 Corroder (2 influence)
2 Emergency Shutdown (4 influence)
We're maxed at 15 now, and we're down to 1 Data Sucker. That being said, 1 Data Sucker is generally the right number of Data Suckers to have online anyway when you're trying to maximize your hardware space usage. We don't want Corp to get too much value out of wiping virus counters, either. So, why make a particular effort to fit Emergency Shutdown into the 45? Well, for starters, there's this card that sees a decent amount of play:
Probably one of the best ice to Emergency Shutdown. Then there are other expensive ones that see plenty of play, such as Grim and Tollbooth. Emergency Shutdown is an economy battle card that can also provide us with a timely window into free access for a turn. However, we can still go another way, with this particular card that our deck can tutor out:
Crescentus requires us to probably pilot some more hardware space, but it works very nicely with Code, Test Run, and the Chip. I think it's worth it, and the influence cost is less too, allowing us some wiggle room.
This brings our intended final Rig to the following:
1 Toolbox
1 Data Sucker
1 Femme Fatale
1 Yog
1 Corroder
1 Hemorrhage
1 Parasite (coming and going)
1 Crescentus (coming and going)
That's not that cheap; 32 total credits. That being said, the number will probably be reduced by 5+ from Katie's ability, and potentially reduced another handful by Personal Workshop.
I do think the deck needs Test Run to help find everything, and to recur the lone Parasite & Crescentus as well.
Beyond that, economy cards will be integral. We want to stay ahead of the Corp for as often as we can with our resources.
And then, beyond that, we need to avoid being flatlined in a heavy sense. Weyland has some rediculous meat damage capability now; Scorched Earth, Punative Counterstrike, the new Vulcan Agenda; we will definitely need some copies of Plascrete Carapace. I strongly want to consider a silver bullet to help against the Jinteki matchup, but also in the Weyland and NBN matchups where they run Snare and/or Shock!. That card is Net Shield. Running it unfortunately puts us another 1 hardware space down, but we don't always need to Parasite or Crescentus. I feel Net Shield is probably worth the card slot, especially in being able to tutor it out so easily with the Shaper tutor package.
Here's the final list:
1 Kate
--------
2 Plascrete Carapace
3 Clone Chip
2 Sure Gamble
3 Test Run
2 Quality Time
1 Levy AR Lab Access
2 Aesop's Pawnshop
2 John Masanori
2 Same Old Thing
3 Armitage Codebusting
3 Personal Workshop
3 Daily Casts
3 Self-Modifying Code
1 Net Shield
1 Crescentus (1 influence)
1 Medium (3 influence)
1 Hemorrhage (4 influence)
1 Data Sucker (1 influence)
1 Parasite (2 influence)
1 Femme Fatale (1 influence)
1 Yog (1 influence)
1 Corroder (2 influence)
No Katie Jones; this deck spends a lot of clicks installing and Workshopping. Aesop's Pawnshop gets pretty glorious in here; eats mostly-used Armitage Codebustings, mostly-used Daily Casts (for +1 credit), extra Self-Modifying Codes, Clone Chips, Mem Chips, & Same Old Things- all of which cost us zero (most of the time) and then gain us 3 credits from Pawnshop. Same Old Things help us abuse Test Runs into assembling our rig and recurring & using Crescentus and Parasite.
I'm a big fan of 1x Levy plus 2-3 Same Old Things in the same deck when we're running only 1-ofs for so many cards, as a safety net against Net, Brain & Meat damage that catches you off guard. You only need to Levy once usually, and Same Old Thing helps make it possible even if the damage hit your Levy before you got to play it.
Hemorrhage gives us an angle on hand control that doesn't require us to run on HQ. In fact, we never need to run on HQ with this deck if we want, which is a neat way to partially circumnavigate Snare, and render ice spent on HQ useless.
The Final Rig is:
1 Toolbox
2 Akamatsu Mem Chip
1 Hemorrhage
1 Data Sucker
1 Medium
1 Femme Fatale
1 Yog
1 Corroder
1 Crescentus coming & going
1 Parasite coming & going
1 optional Net Shield (and optional 3rd Mem Chip)
We have the following cards to tutor all of those out:
3 Self-Modifying Code
3 Clone Chip (with Code)
3 Test Run
2 Same Old Thing (with Test Run)
Pros:
-Good strategy against Bad Publicity (Workshop & Code abuse)
-Good strategy against Jinteki pings (Net Shield)
-Good strategy against slower Corp decks (excellent late-game Rig)
-Repeatable resource denial with Crescentus
-Easy adaptability to different Corp strategies
-Not as vulnerable to Power Shutdown with several 1-cost buffer cards (6 Chips, Crescentus)
Cons:
-Need to pay 9(8) for our Sentry breaker
-Puts a lot of cards down
-Economy may be shaky at times (more testing will tell)
-A bit slow
It looks good on paper, but will it hold up?
Time to take it for some Test Runs.
-CC