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Tech Talk - Net Shield
Mar 12 2013 05:05 AM |
Scud
in Android: Netrunner
Android: Netrunner Tech Talk Scud
DOCUMENTATION: Ask ten Netrunner players what the worst card in released so far is, and eight of them will say Net Shield (one will say Scorched Earth because they just got flatlined AGAIN and the last one will say, like, Diesel or Archer or Tollbooth or Inside Job because he's "that guy"). And it is really hard to argue with them. On paper, at least. C'mon, it only prevents ONE point of Net Damage per turn. Some people would run it if it let you cancel multiple points of Net Damage at 3 credits per point. And not only is its ability neither all that nor a bag of chips, but it requires 1MU. It is fighting for a spot with every other Program in the game. Um, Net Shield or Magnum Opus? Net Shield or Magnum Opus? Net Shield or... wait, what is WRONG with me?!? *Sound Of Net Shield Card Being Torn Asunder*
Poor, poor Net Shield. I don't think even Tech Talk can help you, you sad bastard.
But that's never stopped us from rolling up our sleeves and trying, now has it? Because it turns out that Net Shield just might be poised to become some serious tech. Talk. Sorry, sorry, it's hard to type Tech without the Talk these days...
Anyway, Net Shield. Yeah. See, the real problem with Net Shield, above and beyond its seemingly-janky ability and MU requirement, is that it is such a narrow card. Net damage is, for the most part, the bailiwick of one particular Corp, those goofballs of death over at Jinteki (they seriously have semis filled with murderous desk toys delivered every week, toys which are placed on randomly chosen employees' desks to test their loyalty and survival instincts). Yeah, Haas-Bioroid or Weyland might pack the odd Snare! NBN may even cultivate a Project Junebug of their very own, but for the most part, Jinteki is the one serving up the real Net damage sundaes with all the trimmings (including chocolate jimmies that are actually stabby little nano-clones).
And Jinteki? They're about to rise all Dark Knight style (minus Anne Hathaway in the Catwoman get-up, unfortunately). Forget Replicating Perfection, the original-flavor Personal Evolution teamed up with those Neural bad boys Katana and EMP, along with Project Junebug, Fetal AI, Chum + Data Mine, Wall of Thorns, Snare!, the spoiled Hokusai Grid from Humanity's Shadow (a Region that inflicts 1 Net damage whenever the server that houses it is successfully run), and maybe even a rented Woodcutter (because you can turn that Net damage into Advancement tokens, yo!) let those wacky, whacked-out cyber-samurais pile on the digital hurt. That one guy isn't going to be complaining about Scorched Earth anymore because he's got three Plascrete Carapaces and a Muresh Bodysuit in his pear tree but he keeps getting flatlined like it's Crouching Agenda, Hidden Net Damage out there.
For those of you who are confused about the previous paragraph, let me explain...no, let me sum up - Jinteki is about to become a force to be reckoned with. And, for right now, at least, Net Shield is the only protection we have. Sure, you can just take extra clicks to always fill up your hand before a run, but then you've slowed down to a crawl (and then what will you do when you run into a Jinteki: Replicating Perfection deck that wants you slowing down even more than it's "run a central first" ability makes you?). See, here's a little math for you. Damage costs you one click because, when a Corp can pile on the damage like Jinteki can, you *have* to draw up after every ding. That click is worse than one credit cost, because that click, especially in the mid- to late-game, could have been another run. So little old Net Shield saves you a click at the cost of a credit. If there was a card that let you get an extra click for a credit (with a maximum of one extra click per turn), you'd run that bad boy, wouldn't you? You'd run it all day and twice on Sundays. Well, that's kinda' sorta' what Net Shield does - it's like getting an extra click that you have to use to draw a card.
When you think about Net Shield that way, it's ability stops seeming so janky and it may actually be worth the 1MU. But, damn, it's still so narrowly applicable!
Good thing there's so many ways to not care about that, ways we'll talk about in a little section we like to call...
INSTALLATION: Net Shield is narrow, no doubt about it. Not all Corps dish out the Net damage (although a lot of Corp decks will splash a little here and there). But man, when you are up against a tuned-up Jinteki deck, it can really pay to have your Nets all kinds of Shielded. So how can you give yourself the option of running it against Jinteki but not regretting it against anyone else?
Aesop's Pawnshop (Core) is one good answer. The base install cost on Net Shield is two credits, so you'll always make one additional credit when you sell it later, two if you're running Kate and you install Net Shield first on a turn.
Test Run (Cyber Exodus) lets you pack a single copy in your deck and go get it only when you need it. Multiple copies of Net Shield don't do you any good anyway, so why bring more than one along? Games against Weyland or HB or NBN, you can just forget Net Shield until it comes up and then toss it when you hit your hand limit. Better yet, stick it on your Personal Workshop (Cyber Exodus) as a buffer so you can better manipulate when that Femme Fatale you've been simmering will hit the table. Once you get it out for free, then you sell it to Aesop's and, cha-ching, profit.
While Kate can get you your Net Shield at a discount, Chaos Theory can help you to not regret bringing one to the party. That extra MU she's carrying makes her base rig a little more flexible, so why not run a trio of specialized programs that you can Test Run onto the table, things like Snitch or Nerve Agent? Call it your Chaosbelt or maybe your Theorybelt. Whatever, call it what you will.
Some will say that Public Sympathy (Cyber Exodus) can fill the role that Net Shield plays by putting more cards into your hand. To that, Tech Talk says, "pa-tooie," which is an onomatopoeia for what spitting sounds like. Yeah, you won't have to draw as often *after* you take Net damage, but you still have to draw those cards at some point and then you're going to lose some of them without being able to use them. Net Shield lets you lose a credit instead, which can be better, depending on the cards you're holding.
One last note before we move on to putting Net Shield into Anarch or Criminal decks: remember that Net Shield can be used each turn, which means once one your turn and once on the Corp's turn. That can be ever-so-handy against Personal Evolution's ability or a surprise Neural EMP.
IMPLEMENTATION: So, Shapers seem to have some ways of dealing with the downsides of Net Shield that make it not such a terrible card. But what about Anarchs and Criminals? Would they ever run it?
Yeah, they might. Noise decks can get hit pretty hard by Net damage (and most damage, in general, but Net damage is just so easy to cause...) since they usually want to be installing as often as possible to mill all those lovely cards off the top of R&D. Wyldside can be a big help, but it costs a click and isn't foolproof, since you still have a hand limit. A single copy of Net Shield, especially in a deck that is running Test Run to eke out a handful of extra Virus installs, isn't the worst idea, especially in a Jinteki-heavy meta.
Criminals are probably the least likely to *need* Net Shield, since the clicks they spend to run also tend to generate economy, leaving them the occasional "extra" click with which to draw cards. However, Tech Talk would totally run a copy of Net Shield over a copy of Snitch (although both a very good against Jinteki).
COUNTERMEASURES: If you're running a Jinteki deck and the Runner installs a Net Shield, don't *ever* forget to take it into account. The surprise factor of your Net damage is too important to spring it when the Runner can keep himself alive. In fact, be a little more reckless in pushing Agendas through and laying down traps. She can only hide behind that shield once per turn, so make her take a couple different packets of damage whenever you can - for example, try sitting on a fully advanced Agenda until you have another one (or two) also ready to score, and then score them all at once. Net Shield indicates that you're facing a cautious Runner, so draw them out of their comfort zone or punish them for staying in it.
- HaphazardNinja, mrrruczit and Ellacem like this
38 Comments
In my last Anarch deck, I use Public Sympathy (and Diesel to draw a lot) to keep my hand large enough as to fear no amount of Net Damage (well, almost). Considering I only tested the deck against Jinteki, so far, I can say Net Shield is not needed at all.
Not to mention A Study in Static will bring us Deus X.
It doesn't,
Deus Ex does that. Or will do that, eventually.
Since Net Shield can only prevent the first damage each turn - once you're past that first damage and you didn't prevent it, you cannot prevent anymore. So bite the bullet and just prevent all the damage you can instead of trying to figure out which turn you may die from damage.
Net Shield prevents a runner from running out of cards and potentially getting killed that way. Especially with Chaos Theory.
Net Shield isn't great by any stretch of the imagination but it isn't as terrible as some folks would have you believe.
Net Shield will only save your life in the event of a miscalculation on your part. What it WILL save you is a click every time you get hit by Net damage. Now that isn't a huge deal when your economy is coming in at 1-for-1 but as soon as you have a way to get more credits at one time (Magnum Opus, Armitage Codebusting, Liberated Accounts, Sure Gamble, Easy Mark), especially in the mid- to late-game against Jinteki, who usually runs fewer, lower-strength ICE so you generally need fewer credits and more cards, it can be a nice tempo boost.
Well, I'm not disagreeing
Deus Ex's once is all it takes to be... Alive
So like I said, Deus Ex stops the surprise flatline, Net Shield will save you from the inevitable no-cards-left flatline
*Worst card in a vacume, it is a very meta dependent card if if you are going against a lot of the cloners, it can be good.
No way it is worse than Access to Globalsec. =P
While I agree with you, the argument I've heard is that Link is almost always valuable while protection from Net damage is useful less often.
<.<
Needed? I don't think net shield will ever be needed.
Actually useful. Yeah I could see that. It does kinda take the wind out of the Jinteki: Personal Evolution (core) sails
You're gonna want to work on that "evil laugh" tell of yours. You do it every time the Runner makes a run on a trap.
Also, in my meta, Bioroid players like to run a couple of snares because they can keep getting them back from archives. NBN players like it for obvious reasons.
Re the new Jinteki region... I just really hate high-trash cost assets. Cus you're supposed to be able to leave them out where the runner has to try hard to trash them, but then Noise installs an imp and none of your encryption protocols matter! So 1/3rd chance the heavy-asset strategy fails. Kind of hard to justify building a deck around.
But a couple would be nice, just for Gabe and HQ.
It's installed and you just hit a Snare on a R&D run or a Project Junebug on remote server run during your last action (Silly I know for someone to run on their last click
Or even accessing a Fetal AI does not seem to be that hectic anymore... well unless of course the Corp is playing Jinteki: Personal Evolution where you get smacked for 3, you still bring it down to from 2 net damage down to 1 (50% Saving) or 3 net damage down to 2 (33% Saving) depending on the ID of the Corp.
I think it wouldn't hurt too much to have 1 card in your runner deck. Especially with the way Jinteki is evolving ... see what I did there? Hey ... hey ?
a.k.a. the bookmark
Good article! I liked it.
Can an icebreaker that i've put on my Personal Workshop (cyber exodus)
be put on my Dinosaurus (cyber exodus) when all the power counters are gone?
Also, when I play notoriety and my opponent is running jinteki with the core set identity, does it count as an agenda scored and do I have to take a net damage?
And finally, when I trash cards from the top of R&D by using Noise's ability, are they put into archives facedown or faceup?
Thanks in advance
2) it is not an agenda it is an event, and you do not score it. You add it to your play area as an agenda worth 1 agenda point. There is no stealing or scoring involved.
3) facedown. A good general rule is if you didn't access the card before it got trashed then it's trashed facedown.
On another note you can just open a new thread in the forums the next time you have a question.
1. I read a lot of times people say "jinteki is known for having a lot of cheap ice on few servers" or "this corp generally has lots of servers" -- I'm not really sure I see that pattern obviously yet. I'd love to see an article that talks about how many servers, with how much ice per server, and what cost per ice, corp decks of the various factions tend to have. Which corp tends to play expensive ice, which corp cheaper ice? What is the ratio of cheap to expensive? Which corps want more servers and which ones just like to run a single remote?
2. If you browse a lot of different places, you can kinda get a feeling for deck building ratios, but I haven't found in one place a single article that gives help for building decks. How many income cards do you want compared to your other cards? How many ice breakers? How much ice? How many traps? How many support cards can a runner get away with without jeapordizing their income or ice-breaker card-ratios? A single-article to go to that helps with deck building for both corp and runners would be a great base-point. (I'm at the point where I have decks that seem to do well, but I'm curious to learn more about what others theorize here in terms of ratios)
Thanks!