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Enter Subroutine - Run the Decoders!
Apr 10 2014 05:20 AM |
ashtaroth
in Android: Netrunner
Android: Netrunner Enter Subroutine ashtaroth
This is the second of a three part article I’m writing. In this part I’ll walk through the Runner deck I decided to take to a tournament, making an analysis card by card.
In case you missed the first part:
http://www.cardgamed...ournament-r1033
There’s an interesting discussion about a particular card: Thomas Haas. Some (me included) defend that, in certain strategies, he is a good card, others however think he’s only good to wipe your assets clean.
Both sides have interesting opinions! Keep them coming! Afterall card discussion is also a detrimental part of card games!
I was not; I was; I am not; I am all.
Total Cards: (45)
Identity:
Rielle "Kit" Peddler: Transhuman (Creation and Control)
Event: (14)
1x Escher (Creation and Control)
1x Levy AR Lab Access (Creation and Control)
2x Scavenge (Creation and Control)
3x Diesel (Core)
2x Stimhack (Core) â– â–
3x Sure Gamble (Core)
2x Tinkering (Core)
Hardware: (10)
2x Clone Chip (Creation and Control)
2x Lockpick (Opening Moves)
3x Plascrete Carapace (What Lies Ahead)
2x R&D Interface (Future Proof)
1x CyberSolutions Mem Chip (Fear and Loathing)
Program: (13)
3x Cyber-Cypher (Creation and Control)
1x Chakana (Creation and Control)
2x Self-modifying Code (Creation and Control)
1x Corroder (Core) â– â–
1x Femme Fatale (Core) â–
1x Gordian Blade (Core)
1x Ninja (Core) â– â–
1x Net Shield (Core)
1x Parasite (Core) â– â–
1x Omega (Fear and Loathing)
Resource: (8)
3x Daily Casts (Creation and Control)
3x Professional Contacts (Creation and Control)
2x Armitage Codebusting (Core)
This deck is very aggressive! Which is not the same as a rush deck. In my opinion a rush deck is a deck that tries to win fast, it normally has its strategy around that concept, recurring to the most efficient and fastest tools available, be it specific Operations (like Inside Job), multi-access cards (The Maker’s Eye, interfaces, Medium, etc) or aggressively costed programs that help you get in where it matters fast (Sneakdoor Beta and such). These decks don’t usually have a late game plan, because they’re done around the mid stages of the game. An aggressive deck however, is one that tries to punish the opponent for the choices taken by him/her. It is closely entwined with denial cards (Account Siphon, Keyhole), as it is with pure punishing cards (Blackmail, Kraken). Can a deck be both aggressive and rush to victory? Yes!
Mine however isn’t rushing, instead tries to always be on top of the Corp pressuring them to make risky plays and taking away their feeling of safety.
Let’s see the choices!
Rielle “Kit†Peddler – Why Rielle? It starts pressuring the Corp even before the first turn. The Corp by seeing her, must be extra careful building its servers to try and nullify her ability, otherwise it’s basically free runs for Rielle and even then it’s going to be difficult: if the first ICE isn’t a code gate it has to be very taxing, otherwise you’re just wasting clicks, if it is indeed a code gate it’ll be passed very easily. 1 ICE servers are formalities for “Kit†to go through. And 2 ICE servers are not that far away from being easily passed also. The ability of “Kit†only functions once per turn, tough, but if you spend three clicks in preparation and the first click running every turn, the amount of pressure you’re applying is asphyxiating.
This deck also has an “early game mode†(Code: EGM) and a late game mode (Code: LGM), both of which are done to utilize Rielle’s ability to the fullest. But we’ll get to that in more detail as we go through the card by card analysis.
Operations
Diesel – Pure card draw. I love this card. It’s a card for three with just one click. It’s great at speeding things and an awesome counter to those pesky Jinteki. Also, this deck doesn’t run Test Runs, because the cost of programs are 1 cred below or above Test Run, so it becomes a complete waste. Paying 7 for a Gordian Blade? No, thank you. Omega costs 7 and Femme costs 9, but you can get around your economy to pay for them. Therefore, you need to draw cards, quite a bit. The raw power on this is very appealing and it’s even in faction, so I opted to run three, because I can’t run anymore.
Escher – This is a LGM card. As I said, you are very aggressive from the start. Pounding servers turn after turn. If the Corp is under this pressure, it’ll rez a lot of ICE to try and stop you, so it can develop its game plan. When you are well establish you can punish them by dragging all the non-code gates out and allocating the more troublesome ICE out of the way. Normally on LGM you’ll try to establish a R&D lock, after attacking relentlessly HQ, Archives and any remote, so you won’t telegraph to the Corp that the main LGM goal is the R&D lock. If it all goes according to plan R&D won’t have a lot of ICE installed, you can then force a run on HQ and set-up even further your lock. This card is miser, leading to some ludicrous situations where you screw completely the Corp., accessing at will any remote or a previously hard to access central. There may be games where this strategy is unfeasible, so I ran one to at least have the option.
Levy AR Lab Access – This card can recur any program trashed to an unfortunate faceplant or net damage discard. It also brings your economy back in. It can bring some fluff as well, so the best time to play it, really, is if you had a bad start and the Corp stomped your progress. This seldom happens if you run with some degree of caution. If you happen to have it in your hand as the last card, it is also a good play to reset your deck and redraw the Sure Gambles and Diesel. You’ll never need more than only one!

Stimhack – The first brain damage is not dangerous and this card gives you 9 (nine!) credits to do a run, in which, with the help of SMC you can establish a powerful rig and attack a server with relative ease. I added two copies to ensure I’d see it midgame, as you want it when you’re transforming from EGM to LGM.
Sure Gamble – Standard boost economy. A net of 4 credits is always good, it can help you install the most expensive cards on the deck and keep a good flow of economy. You’ll always be happy to see it in your hand.
Tinkering – This card helps you with tempo plays, making you able to go through a server without having to have the proper breaker. Or should I say, making your breaker the proper one? It has an added satisfaction effect when the Corp player’s face twists in horror because they thought the server was well protected and is in fact a highway to agenda scoring.
Hardware
Clone Chip –This cards serves a similar purpose as Scavenge, if you have one, you can freely trash any installed program (trouble with memory, perhaps) or be less scared of “Trash 1 program†subroutines and later, if need be, install them back. It also counters Power Shutdown nicely. You don’t need another card to work, like you need with Scavenge, but you don’t get any discount either. Fair. I also happen to run Parasite, so you can recur it to a certain amount, ensuring you’ll never lift the pedal and be all over the Corp.
CyberSolutions Mem Chip – The list started initially with 2 Akamatsu Memory Chips, but I seldom needed the extra memory. This cards saves up one slot and grants me all the memory I might need for one game and then some. I also wanted to test it so this also served as a good reason to try it.
Lockpick – This is a really cool card. The cost is perfect! In the first turn the investment + reward ratio is even and from then on it just keeps adding in value! As any Rielle deck uses a lot of decoders its inclusion seemed natural. I’m very happy with these little cards that add you value in a couple of turns.
Plascrete Carapace – A lot of you may be wondering: “Why so many Carapaces!?†Well, this was a meta game call. I expected a lot of Weyland decks, even more with the popularity the Accelerated Diagnostics combo was getting. So this number was necessary to ensure them in my hand early in the game to be able to start running in relative safety. The aforementioned Lockpick and Clone Chip were also put in the deck with this mindset. They help you clutter the board to prevent my carapaces from being shutdown. This in addition to a methodical approach against that match-up made it quite easier to beat. I can easily see a shaving of this card, depending on the meta, for one more R&D Interface, a Deus X/Sharpshooter, or any cool tricks the Shapers have.
R&D Interface – Once you’ve established your dominance in the board this helps close out games faster. It can also function as a tempo punishing play if the Corp as the R&D relatively unprotected. It is the only multi-access card in the game so be sure you’ll be able to lock R&D before playing the interfaces, otherwise, if the Corp is aware of your play it may build a enough taxing server over R&D that it just won't be reliable to go for the lock. It can still give you the ability to do some glory runs, if you’re searching for the final agenda points.
Resource
Armitage Codebusting – Unlike Sure Gamble, this card can bring you from poor to rich, which is a big difference. Its click-to-money ratio is also very good (Magnum Opus good, in fact). It’s a great turn one play and a great economy card all around.
Daily Casts – This card is a good complement to Armitage Codebusting: if you have the time, bring the credits from Armitage. If not, the dripping economy of Daily Casts will help you level on a wealthy level. I like to see it soon than later, while you’re setting up, hence I run one more than Armitage Codebusting. It’s important to mention that it doesn’t wastes you any click, except the installation one.
Professional Contacts – If you’re about to go digging for that winning card, why not win some credits along the way? As I mentioned earlier, I don’t run a lot of tutors, so I need the card draw more heavily than other builds. This gives me both card draw and economy. What else could you ask for?
(You could ask for it to be a legal Modded target. But I didn’t say anything).
Why do I have a resource heavy economy? The only tagging and cards I expect from the “news folk†were in out of faction decks which had other plans to do with the tags than destroy my pretty resources. Again a meta game call. I didn’t expect a lot of tagging unless it was to kill me dead. And it was another guess I got right! Fortunately.
Icebreaker
Corroder – This is the first piece of our LGM rig. He’s the best barrier breaker for this type of aggressive strategy. It’s cheap to play and he’s very cost efficient breaking the barriers of all the corps, generally speaking. Don’t worry if at first you don’t succeed, just boost its strength and try again. We only need one barrier breaker as my meta is not very abundant on those. And half the time they’re also code gates, anyway.
Cyber-Cypher – These are the stars of the show! They make this deck possible! They have the same stats as Torch (!), cost 2 credits, but can only operate on a specific server, which is really not that big of a drawback: against the majority of the decks you’ll install them for one central, normally R&D and for one remote, the scoring one. If the Corp. abandons the remote trying to nullify the Cyber-Cypher, they’re heading into a world of pain, as you can then remap them, or install a second one. Remember: punishing for their acts. You’ll always want to see this breaker in your starting hand. I will mulligan actively for it. He’s one of the main pieces that makes this deck so good. So I absolutely have to run 3. I have 5 virtual copies of this card in my deck which is a pleasing number.
Femme Fatale – Her versatility is very well known. Her ability makes up for our lack of firepower against beefier ICE, she can even, occasionally, break a sentry. The possible play of “install, run, play a Scavenge remapping Femme Fatale to another ICE, runâ€, albeit expensive, is a good one to have up your sleeve. In combination with Rielle’s ability the Corp won’t, and cannot feel any of its servers safe (first ICE decoded, second ICE bypassed, if there’s a third ICE install, I doubt the run has been so taxing that you won’t be able to go through it as well). Very powerful!
Gordian Blade – Ah! We get to another piece of LGM. The deck pounds the Corp early with Cyber-cyphers and Rielle negating the Corp a safe expansion. If the Corp ever gets out of your aggressive start and starts to build up, you go for the LGM, which consists on the building of the Voltron of Icebreakers (Corroder-Gordian-Ninja). And Femme forms the head! Gordian Blade is one of the best decoders in the game, and even if the ability on Rielle loses some relevance in the late stages of the game, Gordian will always have you covered, regardless. Why no Torch instead? First, I still didn’t had the expansion and also, Torch is expensive! This deck economy is very tight, as you run often to make the ability on Rielle count. It might be a good addition in detriment of Gordian Blade, one would have to test.
Ninja – I’d much prefer to run Garrote, but the influence on that card is too much to handle. It’s also 2 memory units, which is a real cost, even if I run Mem Chips. Ninja is a fine addition and efficient at what it does. In the late game you won’t mind too much the credits lost pumping Ninja as they may prove a mean to reach the end (that sweet Agenda).
Omega – I didn’t had much time to test this card as I got it last minute and went on to battle. It seemed to complement the strategy nicely. Its strength is very low, but it can be convenient half the time to force through the server. Making the Corp to absolutely build 3 ICE long servers by installing it alone is very pressuring indeed. As my meta didn’t had too many of those glacier type strategies, it worked out fine.
Cyber-Cypher plus Omega did give me a couple of “All your servers are belong to us†turns!
Program
Chakana – One Chakana against Fast Advance. This card is more of a silver bullet than anything. Either way, it can be a nice Ace-in-the-hole to have at your disposal. Three runs on R&D against Fast Advance strategies won’t be very difficult to pull off, because you want to pound their hand, as they’ll always score “out-of-handâ€, and thus will want to protect H&Q more than any other server.
Net Shield – Similar role to Chakana, silver bullet against a specific strategy, although this one goes after Jinteki and the like. Some Weylands (which I expected a lot) do run Snare!, this can smooth out the damage input. It also blanks completely Jinteki: Personal Evolution’s ability.
Parasite – Helps control the Corp when it decides to go for long servers and keeps applying pressure. It is a bit slow, but if unchecked it’ll eat a good number of ICE (Ice Wall and Shadow, beware!). Functions very well with the Clone Chips.
Self-modifying Code – These are the only tutors of the deck. You use them to get to your silver bullets or a missing piece of the Voltron, basically. If need be, in mulligans going after the Cyber-Cypher is not horrible. But this deck tends to draw a lot of it, fast, so do this play only if absolutely necessary. You only have one card to enhance your memory units also, so keep in mind that SMC takes up half of you free space, having it lying around too much may be hazardous to yourself. Install them only if planning to go on a run.
Aftertoughts
Paintbrush!!!
Okay, okay. Omega works wonders if you can fit Datasucker, fortunately, Omega is no longer needed as we have Paintbrush now.
Also… Paintbrush.
On my next and final part of this Enter Subroutine: Tournament, I’ll talk about the mindset of the two decks, overall strategy and some interesting plays analysis I came across whether during testing or during play.
If you have any questions about why did I play a card and not THE card, feel free to comment it. I’ll leave a reply as soon as I can!
I’ll revisit this deck again, as I quite like this archetype. If you have any archtype you feel like asking me, go ahead, I’ll do some Test Runs and write about it here.
See you next time.
Ashtaroth
- Jhaelen, 4wallz, CommissarFeesh and 2 others like this
10 Comments
And where's your Console?
I'm not found of unique non-tutorable cards. Either you want it in your hand, either you don't. But only one CyberSolutions Mem Chip? You might need it in the first turns if you draw your programs in a proper order, and as it is your only solution to memory problems, you may be stucked in your installation. And what is your final rig?
Two Cyber-Cyphers and Omega as your basis, plus Corroder and Ninja, you already use five Memory Units. Where do you find the room for running Parasite or Chakana?
You have many (well-chosen) tools, but how do they work together?
Paintbrush. Ye gods. Actually saw a deck over on BGG using paintbrush with a Dino-mace (morning star on dinosaurus). That's a pretty scary proposition too. What would you cut for it? Omega?
How well did Chakana work out? It's a card I want to try, but I already play virus-reliant builds (I play Anarch almost exclusively) and giving one more reason to Purge is just daft. I can see it working in Shaper though.
Although I'm aware of the power Yog.0 and Dinosaurus can offer, I don't feel its at where this deck wants to be.
As, cleverly mentioned, Cyber-Cypher is in faction, which is important, as Rielle only has 10 influence points to mess around.
Secondly, the Yog.0+Dinosaurus combo requires a lot of set up and you have to see the cards in the specific order, which can make your deck have very clunky draws. For this deck to stay aggressive I absolutely need a fluid draw.
The combo in itself, is 10 credits. A Cyber-cypher is 2 credits and only loses in 1 strenght. Also I'll doubt you'll ever need 8 credits to pass through an ICE. Wotan is broken through with 12 total credits. Freaking Wotan!!!
Lastly, to run that combo I've to spend 6 slots in my deck to ensure consistency, but the second dinosaurus is horrible, and 6 slots is a lot of space I don't feel confortable dedicating to a combo that only works half the time.
For these reasons I opted not to run Yog.0 or Dinosaurus, but I won't deny their utility, just not for this strategy.
As I didn't had Test Run, I had to have a good amount of card draw (3 Diesel and 3 Professional Contacts). So, I see a good amount of cards per game. Yes, at the beginning you go for the Cyber-Cypher, breaking in almost any server you want (and locked with Cypher in), but since you have those late game programs and Scavenge plus Clone Chip your rig is more maleable.
My final rig normally consists of Gordian-Blade (you ditch the Cyber-Cyphers when their value has decreased, if not, you keep them, of course), NInja and Corroder. You can swap Ninja for Femme, as you should have enough credits by that time. In this set-up you still have 1 MU left which you can play around.
As you're drawing a lot of cards (one very frequent turn for me: do a run on the 1st or 2nd click, spend the rest activating Pro Contacts) the chances to see Mem Chip increase.
But you don't absolutely need the Mem Chip. You only go for what you need. The Self-Modifying Codes, only hit the table when you will (100%) tutor something out. Although, to be totally honest with you, I'm all for a cutting of a Carapace and adding a second Mem Chip, only to ensure seeing it.
You have to understand the game state and the purpose of the cards to go for them and then build the rig to utilize them to the fullest.
Example: Is the corp putting Pop-up Window to negate your ability? Search (by draw or SMC tutor) Parasite. Is the corp blitzing agendas? Go for Chakana and make them rethink their strategy. So on, so on. This is not easily done, by any stretch of the imagination, this deck does have its quirks while piloting.
So, to sum it up: Early game Cyber-Cypher, pound them, try to forsee their strategy, search for the counter, pound them, while doing so, get, at moderate pace to your final rig of Gordian-Corroder-Ninja/Femme + stuff (feel free to dispose of useless Cyphers and/or no longer needed Chakanas, Shields, whatevs), pound them!!!
Befor I answer your questions: Paintbrush is really refreshing to see. And I'm glad that'll shake the format and maybe prompt more Rielle "Kit" builds. She is the coolest! And I'm tired of seeing Kate "Mac" builds everywhere.
Alright! Enough fanboyism!
Omega would go out, as Paintbrush does what Omegas tries, only better. To make a straight swap from Omega to Tinkering-on-a-stick is a bit underwhelming. I'm provoked to in addition to the Cyphers, run Dagger, fed by Cloak and the new Silencer. I'd run also All-nighters to not lose the click activating Paintbrush, and definately more Mem Chips as Paintbrush is BIG!
Nevertheless I'm thrilled to try some iterations. As I said, I'll revisit this archetype soon enough
About Chakana, it works wonders! Normally NBN, or Fast Advance strategies in general can't protect as well the servers and you can easily make three runs on R&D and then just build up a little (until you're in control of the board and no longer need Chakana), while they're stuck playing a fair game. If they waste one turn cleaning the Virus, you don't really care, as you just had three successful runs, maybe stole an agenda and earned an extra turn!
Amidst other virus though I don't find that proposition so exciting as a purge that'll clean 5+ virus counter is more punishing for the Runner and less unpleasant for the Corp. In Anarchs I'd stick with The Source (if your build is heavy on virus).
How are you ending up with innermost ICE unrezzed? You should be running the servers and forcing the rez when it's still only 1-deep. Then when they add more ICE you can start paintbrushing.
Because people are smartly not rezzing the ice until they get a second one in front of it. I'd do the same against Kit, it's a smart play.
I've been going about testing and fine tuning a list which goes full-on on R&D. I also ran on the other side, to evaluate as a Corp player what would be the best solution to counter Kit.
Yes, I did the same strategy of not rezzing the innermost ICE, but the thing is as a Runner I often, didn't really cared. If I felt I had to play safe, I'd put a Femme over the ICE. Another Breaker that, at first glance would get obsolete, afterall became one of the best tools. That's right, Omega. Omega offers you another layer of protection. Creating a lock situation in which the corp may: rez the ICE and be vulnerable to Paintbrush, or don't rez it, either way you've got the breaker. Nevertheless this only occurred to me in awkward draws. If possible you're running on the very first turn (Sure Gamble, Cypher, run...). And from then on you want to run with frequency, which forces the rez. If the Corp trashes the whole server building a new one, by that time you'll be covered by Omega, maybe a Femme. The whole point is to not get yourself into a position where a second ICE would screw you over. I'll write an article with that same list later on. "Kit" is a very interesting ID, and one which is not getting enough love!