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Deconstructing: Anarchs
Aug 26 2012 06:36 PM |
NuFenix
in Android: Netrunner
Anarch Android: Netrunner NuFenix
I wanted to start with Anarchs, as after reading the complete card list, they became the Runner faction I want to try the most (previously it was Shapers).
Now, everything I am about to post is pure theory, as I was not at Gencon, and haven't played a real game yet. But, that won't stop me talking about the cards, and hoping it encourages others to join in

Identity
Noise: Hacker Extraordinaire (Core) - The only identity we have for our faction at the moment, and he is the only Runner identity that has an ability that can happen more than once per turn. As a result, he encourages us to play viruses, which will also make it more viable to do runs against Archives.
Events
Demolition Run (Core) - The first of our two run cards, and like run cards from other factions, costs 2 creds to play. It does restrict us to only HQ or R&D, which means we can't take advantage of the cards we forced into archives from playing viruses. As a result, I see it as an early game card, to help get cards into archives. In addition, being able to trash cards you access for free means anything you see is either going to the archives, or getting scored in the case of agendas.
Stimhack (Core) - Our other run card, and allows us to run against anything, cost nothing and even give us creds to power Icebreakers, avoid traces, or anything else we may need creds for. Unfortunately, any of the credits gained are lost after the run, and we take a point of brain damage. As such, I would only advise it late game when you need it for the final push to win.
Deja Vu (Core) - Card recursion, arguably the second best thing to card draw. Being able to get any card from the heap and add it to our grip is good, but being able to get two viruses instead truely supports the theme of the faction as it is right now.
Hardware
Cyberfeeder (Core) - In-faction alone, we have access to 4 icebreakers and 3 viruses. So long as Cyberfeeder stays in play past one turn, you will break even and then begin to actually make a profit with it. I would want to use three in a deck, to increase my chances of seeing it. As it isn't unique, I'm not sure if it would be cost effective to have more than one in play (depends on how the game is going), but as there are no in-faction cards to earn us geuine credits, it is the best we have for our theme.
Grimoire (Core) - It's cheap, gives us more memory, and rewards us for playing viruses. It makes Medium one step closer to being a threat, immediately makes Datasucker useful, and makes Crypsis work for longer before recharging or trashing it.
Programs
Corroder (Core)- Low cost but matching Strength anti Barrier icebreaker. Nothing truely special about it, but between being able to raise it's Strength and our viruses, we should be able to get through most Barriers. Just beware of Hadrian's Wall, due to it's immense size!
Wyrm (Core)- A strange card at first, as it can't reduce the Strength of Ice until it has enough Strength to interact with it. But combine it with Parasite, and you can trash Ice sooner than expected. Plus, it's cheap

Mimic (Core)- Another case of cost and Strength equalling, but the big risk we have is it cannot increase its own Strength. Whilst several Ice can be defeated, not all of them can be touched. If we can't lower their Strength, we will be forced to suffer the subroutines.
Parasite (Core)- Our offensive virus, and the first three viruses available to us. Slowly weakening the Corp's Ice, until either it will be trashed, or they are forced to spend a turn removing all virus counters in the game, giving us more time. And if they do that, they haven't made us lose Parasite, just delayed the inevitable.
Datasucker (Core)- Our second virus, and rewards us for attacking central servers, which are HQ, R&D and archives, two of which we can hit via Demolition Run. Whilst not as direct as Parasite, it allows us to lower the Strength of whatever Ice is bothering us during a run. As mentioned earlier, with Grimoire it means we can use it the turn we play it. Also, it's low cost and non-unique nature means a successful run early could allow us to load up on counters before the corp can stop us.
Djinn (Core)- A very interesting program, giving us two different benefits, both of which are useful. The first is it allows us to host non-Icebreakers on it, freeing up memory and relieving strain. The second is being able to search our stack for whatever virus card we want, allowing us to have the right tool for the job, knowing it can be hosted on Djinn later. The risk is if Djinn is trashed (from say Rototurret), it will take all the hosted programs with it. But no-one ever said being an Anarch didn't have risks.
Medium (Core)- Our third and final virus, and it is similar to Datasucker in that it gains a virus counter from a run, but is even more restricted in that it had to be a successful run against R&D, which thankfully is covered by Demolition Run. Once this builds up steam, it can give us a better insight into what the Corp will be drawing, assuming we don't trash it or see an agenda.
Yog.0 (Core)- It costs more than its Strength, and can't pay to increase it's Strength, but it does have the ability to break subroutines for free! Now there are only five Code Gates in the game, and it is only strong enough to deal with two of them. We will need one, two or a whopping four points of Strength reduction to get through the others, so best make sure you have those viruses ready!
Resources
Wyldside (Core)- One of only two resources in-faction, and both are unique. It makes us act like a Corp, in the fact we are forced to draw each turn at the cost of an action, but unlike the Corps, we get two cards out of it. As flatlining is a risk for Runners, increasing the cards we have in hand (as well as our general options) is never bad. But there may be turns when you would want to have all four actions. I would likely include it in a deck, probably going for two copies, just incase I get tagged and the Corp trashes it.
Ice Carver (Core)- Our other resource, and helps bring down the Corp's Ice to our level. Because of cards like Wyrm and Parasite, lowering their Strength is much better than if we had a location that gave us +1 Strength instead.
One area of concern I have with Anarchs is that the Corp can wipe out all of our virus counters by spending three clicks. Now, forcing them to lose a turn is good in one regard, as they aren't earning credits, tagging us, advancing agendas or installing Ice. But it also means we are back to the beginning, and will need some good cards in hand to put the pressure on them before they can recover.
Another is that we have no means of generating creds. We are forced to use neutral cards, or use cards from other factions, and those 15 influence points can't give us everything.
So there it is, all of the Anarch cards, and my thoughts on them.
I could go off and mention cards from the other factions that I would combine with them, but that will be best some point in the future, after I analyse all the cards available.
Hope you enjoyed reading this, and would love to hear from others, as discussions are fun!!
- sfunk37, starhawk77, AvantCard and 4 others like this
5 Comments
I can't wait for more Netrunner articles, I am very excited for this game!
I will say that your description of demolition run doesn't make all that much sense: You lament the fact that it can't be used on runs against archives, but there is no point to trashing cards that are already in the archives, so that would be pointless, you can already run archives whenever you want, and save a card and 2 credits by doing so without demolition run.
Obviously, demolition run's greatest use is in conjunction with Medium digging deep into R&D. Not only does this give you the chance to likely trash a greater number of cards, but you can follow up with a second run on the same turn and see all new cards, as you either scored or trashed everything you accessed the first time through.
@argus88: I don't know how, but somehow I completely overlooked the fact a runner can make a run for a click, and thought they needed an event to do it. So please ignore the part where I complain about the downside to the card ;-)
That hardly seems balanced to me. 3 clicks from them can purge all counters that required many clicks and creds to gather.