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Bad Publicity - Deck Break Down

Android: Netrunner Bad Publicity

The boys of Bad publicity team up with cardgameDB to bring you the first episode specially geared to the cardgameDB reader and deck building novice.

This week we are looking at:
Reworking of a user submitted deck
Original deck is:
HB Biotic Labor Try
Submitted Rheidan
http://goo.gl/AN4mS

Fast Advance Theme

The new deck is called:
BP- HB Biotic Labour Try

http://youtu.be/43EbkEHL_Bo

Thanks for watching and let us know in the comments if you have any ideas or suggestions. Also don't forget to hit up our YouTube channel!

Identity:
Haas-Bioroid: Engineering the Future (Core)

Total Cards: 49

Agenda (12)
Accelerated Beta Test (Core) x3
Mandatory Upgrades (What Lies Ahead) x3
Project Vitruvius (Cyber Exodus) x3
False Lead (A Study in Static) x3

Asset (9)
PAD Campaign (Core) x3
Adonis Campaign (Core) x3
Melange Mining Corp (Core) x3

ICE (18)
Heimdall 1.0 (Core) x3
Ichi 1.0 (Core) x3
Viktor 1.0 (Core) x3
Viper (Cyber Exodus) x3
Ice Wall (Core) x3
Hourglass (A Study in Static) x3

Operation (8)
Hedge Fund (Core) x3
Biotic Labor (Core) x3
Archived Memories (Core) x2

Upgrade (2)
SanSan City Grid (Core) x2
  • Kennon, starhawk77, wrenhong and 2 others like this


14 Comments

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PrimusMagicus
Apr 15 2013 12:13 PM
Great video, keep them coming. I am pretty new to ANR, but Hourglass does not seem to work well, where do you place it? In front? Cause they can lose clicks but then jack out with no penalty if you rez some Bioroid Ice after it. At first the card looked pretty good to me but after testing it looked too expensive and doesnt even ETR.
You put hour glass in front of a Bioroid so when they hit hour glass they can not click through the Bioroid, but if they back out after the Hour Glass that that is good too.
A- you scared them out of a run
B- there turn is done.
Yeah hourglass is just not worth the effort it should be really a rototurret or chimera. Chimera especially is great to score mandatory upgrades early. 12 econ cards really seems like a lot I usually play 9 max in 49. Also not sure why you'd want the 3 false lead for 21 agenda points.
12 Agenda Cards in a 49 cards deck?!?
Hello Maker's Eye / Medium!
I don't see what's wrong with 20/21 pieces of ICE. That's just personal preference. Sure you could argue that you don't build big remotes in fast advance and thus don't need much ICE, but then again it's pretty hard to get good use out of Melange when you can't protect it.

Also, I don't get why you don't like Chimera. You don't put it on your centrals which are run over and over again. It's more for protecting an early remote. Put it as your innermost piece of ICE, put another cheap ICE in front of it to protect against Inside Job and you can score your first agenda or two without having to use any other tricks. It's certainly more effective than hourglass I think.

€: And I would swap out Viktor as well. This has won me a lot of games - as a runner. Enigma is better imo.

Also, I don't get why you don't like Chimera. You don't put it on your centrals which are run over and over again. It's more for protecting an early remote. Put it as your innermost piece of ICE, put another cheap ICE in front of it to protect against Inside Job and you can score your first agenda or two without having to use any other tricks. It's certainly more effective than hourglass I think.


Let's say a Chum, in front of a piece of ICE that can mutate into something a Runner couldn't break until a full rig is set (or an AI 'Breaker) for a cost of 3 Creds total... seems like a bargain to me!
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BadPublicity
Apr 15 2013 03:34 PM
Hourglass is not essential in the deck. We at Bad Publicity just thought it would be a good fun card to surprise someone with, it does have its merits in a deck with a lot of biroids and its Heimdall best friend... That's a good two ICE combo that locks down a server... Maybe it's the meta we play but it sees a lot of use here and it's always a nice ice to spring on someone... If you don't agree just simply run something else but we stand by our choice, it was meant to add a little fun and something to gloat about =)
~SlySquid
There are 12 agendas but only like 6-9 early game ICE (depending if you count the bioroids) which really ends the run and also some influence unspent. I would think maybe changing this. Playing against Aggro Gabe with this deck seems very hard because it seems very hard to keep him out if he wants to get into some server. Weak early game ICE makes protecting centrals and sneaking early agenda or protecting early Melange very hard. Scoring Mandatory Upgrade seems almost impossible. Runner can run without icebreaker too long time. Also only 18 ICE with Hourglass seems very low.

First I would decide what do you want to do with this deck? Do you want to be more fast advance. If so, Mandatory Upgrades wouldn't make much sense. Just add mote early game ICE and score late game with Biotic Labor (or possible Trick of Light). If you want to do the usual strong server HB, there should be at least couple of Tollbooths to help end game and better early game ICE to protect the early melange/mandatory upgrades. i would think removing Hourglass in every option (if you don't want to play with over 20 ICE)
Only 18 pieces of ice, with only 1 hard ETR...

It's been pointed out how hard this will lose to gabe.

Shapers pretty much ignore Hourglass and Viper, which is 1/3rd of your ice.

You will find it impossible to cover archives against anarch datasuckers, especially when they start trashing your ice. Most anarchs can/will trash about 5 pieces of ice.

Here's a vanilla bioroid fast advance deck. I don't play it much, but it's like every other g*ddamn bioroid fast advance deck out there. Mindless. Against fast advance, the only thing the runner can do is run on R&D, or blow up HQ with nerve agent --> demo run. Since these require lots and lots of recurring runs, you just have ice that is annoying to run multiple times against (popup window, trollbooth), and abuse MMCs on your remote which you aren't even serious about. Cus who needs a remote when you just score out of hand every other turn? Ashe is there for if you are way ahead economically and want to save a biotic labor. Or just to troll them by putting something down that you *could* score on the next turn.

Total Cards: 49
    • Epistemic likes this

Here's a vanilla bioroid fast advance deck. I don't play it much, but it's like every other g*ddamn bioroid fast advance deck out there.


I don't find that deck so vanilla. I would think ICE package a bit more. Caducues is first thing I don't agree with. Costs 6 influence and I don't see trace ICE so big thing in HB. My first things would be drop Heimdall or Tollbooth for cheaper early game ICE. I would like to see 3x Ice Wall and 2x Trick of Light also. I would also change Melange for pads because I don't find fast advance can protect Melange so good. Anyway basic strategy with fast advance HB when I play is to try push agendas aggressive early game and when runner gets stronger then just score everything from hand. Use that remote server later for Adonis/Pads/Melange. Also keep ICE relatively cheap so you will not lose to Emergency Shutdowns/Account Siphons.
    • Vol likes this
You just stick a tollbooth down in front of the MMC and watch them run for it. Over and over again. MMCs and Adonis campaigns. They're sad.

The ice doesn't even matter. The traces are just there to either force the runner to slow down and install some link, or if they don't, well, caduceus is good fun. You get it out early and it pays for itself. I don't have anything better to spend my OOF on. There's just not too much that bioroid fast advance does.

Icewall/trick of light is trying a little hard. I generally don't have problems scoring OOH, but it's whatever you prefer.
    • Epistemic likes this
Good insight into your thoughts! One small thing, can you take the pens of SlySquid before the next one, the tapping gets a bit irritating. ;)
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Corps3mourn
Apr 23 2013 04:30 AM
Hey folks, one quick point to keep in mind. The purpose of this deck tweaking exercise was to simply modify the existing foundations and ideals of a user submitted deck. It was not about building the the absolute best, top tier deck from scratch. All of the above ideas have merit and raise excellent points. However we were determined to simply expand upon Rheidan's core build.

Keep the comments coming!

-Corps3mourn of Bad Publicity
    • Epistemic likes this
I know you guys posted this a month ago, I just haven't been able to get much gaming in the last couple weeks and just now found out that you guys used the deck for the episode.

First: Fun video! I thought you guys looking at a deck and tweaking it was a great idea. I'm definitely going to check out more of your stuff. Community building is great, and this great game needs it!

Thoughts on this deck and your changes:

This deck was my first attempt at looking at Biotic Labour when I had first seen the card. It felt like something that could be good, but I didn't know how good and wanted to find out.

Since this deck was submitted I have made a number of changes before I had even seen the video, and am now also no longer using red herrings, had the second San san added and taken out the rototurret (I have no clue why this got put in the original list other than I thought to myself "I've never used that-let's throw one in for fun").

Agendas: When you switch out priority requisition for project vit, the deck automatically has to change. Many of the Ice choices were there in conjunction with priority req. so your comment on "too much big ice" was in some part connected to that. I have mixed feelings about project vit and am not sure I would want to run that and now have to score 4 agendas instead of three. I will have to give that a go and see how I like the differences in how the deck feels.

Ice: As mentioned above, your changes in ICE did connect directly to removing priority req. Archer wasn't in the deck to be have its normal cost paid. However, I have had a number of games turned but doing just that when the runner just didn't expect an Archer, the card can be that devastating late game. As to chimera, I agree it is very expensive but HB is also one of the corps I think can most handle it. As early game defense to set up an early score for mandatory upgrades it has its uses, either way though on that. I can see removing it for other good ICE.
I love Ice Wall, and your reasoning is sound, but I want to save my influence for another addition I made which I will talk about shortly.

Economy: I completely agree about Adonis...love it. I had already upgraded to 3 Pad Campaigns but I don't think 3 Melange is necessary...I have found that 2 are good enough. I don't like drawing Melange late game so prefer to keep that at 2.

Others: Again, completely agree on San San...it's great. I have added Oversight AI to this and feel it is HUGE in this deck with the larger ice in my original version (tollbooth, Janus, Archer...) So good... Really. I have also found Aggressive Secretary and Ash to be great in this deck and can keep them in part because the original deck doesn't add the three agendas you do. As support cards your problems with "one-of" inclusions (which I tend to agree with) are less an issue.

In Conclusion: I just thought I would give my thoughts on this deck type and some of my reasoning behind the choices I had made. Your video was awesome and thought your comments would be useful for anyone who was looking to think thru principles of how to ramp up a deck for Regionals. I've found this deck a ton of fun to pay...having the ability to drop a 5 or 6 cost agenda and score it in the same turn is loads of fun. Thanks for the video and hope these comments made sense!