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Metaphysics - The Net 2.0

Small Council Android: Netrunner Metaphysics JimPanda

When it comes to gaming, I have traditionally been a card game guy. If it is or was a CCG, I’ve played it…. with one glaring exception: Netrunner. When I started paying CCGs in the late 90’s, Netrunner had already fallen off the radar into out-of-print land. I never found myself backtracking to check it out, and my love affair with Doomtown was taking up most of my extra card gaming time. Throughout the years I have always heard good things though, and every now and again someone would bring up the greatness of Netrunner with reverence, like a sports writer talking about the ’61 Yankees and how you “had to have been there.”

So, with the release FFG’s new Netrunner brand, complete with LCG formatting, I have finally decided to take the plunge. So, many games and multiple starters later, here is one man’s take on the game, as well as a preliminary deck design.

The thing that struck me immediately about Netrunner was the number of possible actions that were available in a given turn. Though the number of actions is limited to 3 or 4 depending on deck type, the options available for those actions is immense. I love games that offer a number of viable choices, and as dumb as it sounds, I love feeling like I’ve made mistakes, like the plays for a turn were not obvious ones.

The worst thing that can happen for me in a game is feeling like both players just plopped down every possible card they could and the outcome is a foregone conclusion based on the board state. This phenomenon drives me crazy. Netrunner seems to temper this a little bit by offering a limited action pool, steep resource management strategies, and even a bluffing mechanic for the Corporations. Often times, deciding what to hold back was the most interesting decision. Combine that with the fact that the order of your actions is very important (especially for Runners) and suddenly your turns have to be far more carefully constructed than is normal in a card game.

Other General Likes:

Bluffing – I like that there is a bluffing mechanic inherent in Corporate decks. Between Ice placement and Ambush cards, there are some interesting pump fakes players can make against opposing runners. The ability to make something out of nothing with clever card placement is one of my favorite parts of the game. You can trick opponents into making rough runs through multiple Ice, only to find an Aggressive Secretary (Core) hiding at the end.

Deckbuilding – Even out of the starter boxes, I already feel like deck construction will be a lot of fun. The influence cost mechanic is a great addition, and it makes for some tough decisions. Splashing Scorched Earth, while very powerful with factions like NBN, is a dicey proposition, limiting the rest of your out of faction options to a mere 3 Influence. There also don’t seem to be too many “auto-includes” either, which leads to a lot more freedom in deck construction. While a few cards (like Wyldside (Core)) do seem like they would find their way into most builds, I feel like decks will, for the most part, play different cards based more on overall strategy and less on the generic power of a single card.

Uniqueness – While the win condition is the same for everyone (at least right now), I like how each deck still feels different. Each of the three base set Runners has a different style of play, and each of the four Corporations has distinctly different ways to screw over their opponents. Some Corps have natural crossover potential (Jinteki/Haas and Weyland/NBN), but I can easily see cards from any faction making it into different builds under the right circumstances. Once an established metagame begins to form, the possibilities get even wider.

One of the main concerns I do have with the game (and all card games, for that matter) is accessibility. The ability for a game to be understood by new players is extremely important, and Netrunner, though relatively simple once you understand it, can be a bear to jump into. Having never played the original, I was at a bit of a loss when the rulebook started hurling dozens of terms at me from the start.

Running at your opponent with the Hardware and Programs in your Rig to attempt to Break the Subroutines on opponent’s Ice to Access their Remote Server to Score an Agenda while not getting Tagged by a Trace was a bit much to swallow initially.

The examples are thorough, if a little confusing, and do make sense after a game or two.

Hopefully piles of errata and the need for a Restricted List will also be kept to the bare minimum this time around.

So, with all of that said, let’s look at a preliminary deck build, shall we?

Identity:
Noise: Hacker Extraordinaire (Core)

Total Cards: 45

Event (16)
Deja Vu (Core) x2
Sure Gamble (Core) x3
Infiltration (Core) x3
Stimhack (Core) x2
Forged Activation Orders (Core) x3
The Maker's Eye (Core) x3

Hardware (4)
Grimoire (Core) x1
Cyberfeeder (Core) x3

Program (18)
Djinn (Core) x3
Datasucker (Core) x3
Medium (Core) x2
Corroder (Core) x2
Wyrm (Core) x2
Yog.0 (Core) x2
Mimic (Core) x1
Sneakdoor Beta (Core) x1
Parasite (Core) x2

Resource (7)
Armitage Codebusting (Core) x3
Ice Carver (Core) x2
Wyldside (Core) x2

Take a look at this deck in our Android: Netrunner Decks Section to see stats, graphs, and to export the deck in a variety of formats.

One thing I enjoy about Noise is his flexibility. His ability to Trash cards from opposing R&D when you play viruses, along with Medium (Core), gives you plenty of scoring power straight from your opponent’s deck and trashed pile. Add in The Maker's Eye (Core) and Sneakdoor Beta (Core), and suddenly your opponent has to spread themselves thin to cover all of their Central Servers, let alone the remote ones. Noise can do plenty of damage with a minimum of Icebreaking. Wyrm, Datafeeder, and Ice Carver give you increased flexibility when attacking any server or Ice type, allowing you to pick the best targets, regardless of Ice type.

While he lacks the toolbox power of Kate, or the pure running power of Gabriel, Noise is a real pain to deal with, offering pressure against all servers. He can also operate without huge amounts of credit generation if necessary. Stimhack, while I am not a huge fan, gives you the extra power to push through a final run, allowing Wyrm to break anything or lower the strength of opposing Ice so your other Icebreakers can get the job done. If you don’t have a Wyldside in play, card draw can be an issue though, so keep your opponent’s Corp in mind. If suspect a Scorched Earth from the heavens, be sure to keep your grip as full as possible.

Needless to say, Netrunner has me intrigued. Between huge amounts of deckbuilding space and a complex, fun game system, I am looking forward to all that Netrunner can offer in the future. Now, if only we could combine Game of Thrones and Netrunner into the perfect game......Thronerunner?

Stay tuned to CardGameDB as we begin to roll out more Android: Netrunner coverage and articles, and if you are interested in writing your own Android: Netrunner articles for CardGameDB send a message to Darksbane with your ideas.
  • Hastur360, bigfomlof, cooperflood and 6 others like this


18 Comments

defiantly agree this is a great game and FFG has done a good job of creat5ign this new version of it. Some of teh keyword changes and alterations because of factions and identities are an obvious change that ffg needed to make to fit the lcg formate and i think that they in fact add something to the game... So after all the bluster and complaining for the diehard fans of netrunner. AN is a fine game and worth anyone's time.

I think noise is pretty weak personally at this early time though I also think they are the most interesting faction. They remind me of Syndicate in CoC.. but strength reduction instead of skill reduction.

Medium and maker's eye is extremely weak vs Jentki as a few snare! could end your game on turn 2. Leaving an open R&D is very tempting and this Corp's entire faction is almost a hard counter to this deck and unless you have your viruses out you will not be able to break anything due to stregth problems...

Still i think this is teh most interesting runner faction so far.. but i feel at the moment is is a splash colour for these effects rather than a main deck... for now (new orange runner spoiled at ffg news today)

Great artical.. keen to see more!
I definitely agree with you on his relative power level. My first instinct would be to call him the worst of the three Runners, but he is probably my favorite in terms of deck design and style. He definitely lacks the utility and power of Kate, who I would think to be the strongest right now. Obviously the first few Data Packs will broaden things out a bit. Until then, I think the starter is reasonably, if not totally, balanced.
Icebreakers can't interact with Ice unless it has the same strength (or higher). So, Wyrm cannot reduce the STR of Ice unless the Ice is already at low STR. That's my big issue with Wyrm.

Icebreakers can't interact with Ice unless it has the same strength (or higher).

Urks. If that's really true I'm also having an issue with Femme Fatale because it would mean I can only use FF's special ability on ice of strength 2 or lower.

That seems to be so incredibly sucky I refuse to believe it.
that is kind of true. You can only break ice with cards that are equal or more strength of given type.

FFs ability is a special exception that dose not occur during "encounter". So you can put her bypass on any ice.. it doesn't take strength or ice type into account.

.BUT you need to boost her strength to do breaks on other ice and she can only break sentries. She is the only(?) instant speed ice destruction at the mo, and she should be used like that as a instant destruction...

Because if the runenr dose not take advantage of the bypassed ice then the corp can trash it, then replace it making her special ability completely null.. I think she is very expensive, there are much better sentry ice.. Though as a "combat trick" she is very cool. (if you can afford it)

Orange is a cool faction as it uses strength modification cards. So while things like Wyrm and Yog have a strength that is not pumpable they can still be very effective... btu as I said b4, i thin this colour is a splash as while bits are really hard to generate for some runners, I think it is harder to have to drawn 2 or even 3 different cards before you can make any runs.
Not sure about Sneakdoor Beta in a anarch deck : the corp player would protect his archives anyway against Noise. I'd swap that with an account siphon, since the corp player is less likely to heavily protect his HQ against Noise. Plus, that would help Noise's cash issue.
Photo
ironchefzod
Sep 13 2012 01:41 PM
Cool article. While I think the Anarch theme is the coolest of the runner factions I feel it is also currently the weakest as it just takes too long for viruses to come online and be a threat. Add in that most of the Anarch's best cards are easily splashable into other factions (Wyldside and Stimhack) and they just feel a little weak.

Maker's Eye- I feel Medium already significantly threatens R&D. Maker's Eye feels like overkill on that particular attack vector.

Economy- I don't feel 6 credit cards is enough. 3 Sure Gamble and 3 Armitage can still lead to stalled economy with bad early draw a significant amount of the time.

Yog- Why two? Code Gates are currently the rarest ice type. I'd go two Mimic before two Yog. Or alternately just take one of each, drop the Maker's Eyes and add Special Order.

Deja Vu- Very few of the games I've played have gone long enough for this card to be worth it. The credit cost is what kills this card for me. Because of the cost it doesn't feel worth it unless I'm grabbing two viruses and by the time I get two viruses in my archives, the game is ending in like a turn so getting two viruses back doesn't even really do me any good.
I agree on the Anarchs relative power level, although I do feel that they are the most interesting to play at this point. Code Gates are currently the rarest Ice Type, but I feel like they are larger and tougher to deal with overall. I also agree on the economy, although Noise can get by with significantly less of a credit investment due to the fact that many of his cards cost 1-2. As far as R&D overkill, I suppose it depends on what the opposing Corps game plan is. If they defend R&D too much, whatever Agendas they are looking to score will be less protected. Noise's ability also provides a threat to Archives, making their defensive situation rough. If an early Medium fails to generate enough pressure, relying on Datafeeders to facilitate other runs can be tough though.

What are some other Influence splash options that you guys like? One of my major likes about the game so far is the variety that the Influence mechanic gives you in deckbuilding.
A very interesting article jimpanda :) The fact that is an Anarch deck makes it all the better for me ;)

I personally would have thought you would go for Demolition Run + Medium, to see more cards from R&D and trash everything you see that isn't an agenda.

I do agree with earlier posts that Sneakdoor Beta won't be that useful to the deck, as because of Noise's ability, archives will fill up and leaving it exposed will be dangerous for the Corp. Plus, the only memory increase you get are from Grimoire, and the workaround from Djinn.

Economy wise, once you get to four or less credits, it will be harder to afford Sure Gamble, which could risk it clogging your hand. Unfortunately there don't seem to be enough options for a good economy as a Runner yet.
Yeah.. Demolition Run is a must when running medium. Also I disagree about Makers eye + Medium, this can be a killer combo.. I played a a game recently where I peaked at 6 cards in one run. Also Deja Vu is a very good card, allowing you to pull special orders back into hand to dig those ice you need as well a pulling makers and demo run or event bit generators... it is very good and a must imo.

As for other splash, I think Account Siphon is a good choice as well as the Gordian Blade. Also I think as there is so little bit generation in this deck you might want to look at some some link protection.

Urks. If that's really true I'm also having an issue with Femme Fatale because it would mean I can only use FF's special ability on ice of strength 2 or lower.

That seems to be so incredibly sucky I refuse to believe it.

The Rule Book says: "The Runner uses icebreakers to interact with and break subroutines on ice. An icebreaker can only interact with ice that has equal or lower strength than the icebreaker."

As Booored noted, Femme Fatale is a special case because it never has to interact with the Ice. FF's ability allows you to bypass the Ice.
    • LucasBarton likes this

As Booored noted, Femme Fatale is a special case because it never has to interact with the Ice. FF's ability allows you to bypass the Ice.

Well, I asked the same question over at BGG, so I already got a good answer, but I really wonder where you are getting your definition of 'interaction' from.

The rules are silent on what 'interaction' actually mean. Why is it not 'interaction' if I use Femme Fatale's ability to target a piece of installed Ice?

Well, I asked the same question over at BGG, so I already got a good answer, but I really wonder where you are getting your definition of 'interaction' from.

I can't tell you exactly what "interaction" is, but I can tell you what it isn't. Bypassing an Ice is not interaction. I got this from the FFG forums, where someone sent a in question via the Rules Question form. The official word was:

"Femme Fatale can bypass any piece of ice regardless of strength. Bypassing is not considered to be interacting with the ice."
the keyword you are thinking of is "encounter" FFs ability it a target ability.. not something that triggers off encounter..
Actually, it is: "When you encounter that ice, you may spend 1 [Credits] per subroutine on that ice to bypass it."

Actually, it is: "When you encounter that ice, you may spend 1 [Credits] per subroutine on that ice to bypass it."


yeah but we are talking about the target ability that happens when you come into play NOT the functions to add strength or add credits. Also BYPASS happens b4 ENCOUNTER.

I can't tell you exactly what "interaction" is, but I can tell you what it isn't.

Ah, excellent! Thanks for digging out that quote!

It also raises my hopes that the definition will be included in the FAQ.

Actually, it is: "When you encounter that ice, you may spend 1 [Credits] per subroutine on that ice to bypass it."

Right. But the ice is already targeted by Femme Fatale. Once you encounter the ice, you're not interacting with the ice; you're interacting with Femme Fatale's ability to bypass it rather than interact with it.

Booored, bypass is triggered by encounter, so it happens afterwards.
    • LucasBarton likes this