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Tech Talk - Splashable

Android: Netrunner Tech Talk Scud

Normally, Tech Talk focuses on one particular card, discussing it's strengths, weaknesses, and when and how to use it. This week, in anticipation of the release of the first Data Pack, we're doing something a little different – we're going to be discussing several cards that you might consider splashing one of in your Runner deck.

Now why, you might ask, would you want to put one of a card (other than maybe a console or Aesop's Pawnshop) in your deck. The answer usually comes down to one of three: 1) You have a single Influence point left to spend; 2) You're at 44 cards; or 3) It's sometimes cool to have a single copy of a card that can swing the game if the Corp isn't expecting it.

So, these "one-of" cards need to be pretty good then, huh? Well, yeah, but more than good, they have to be important. If you are only going to have one copy of a card in your deck, it better have an impact when you play it. Here are a few suggestions for when you find yourself needing just one more card.

Stimhack (Core): We did an entire article on this card a few weeks back, so go read that if you want to see why Tech Talk likes it so much. Having a single Stimhack in your deck, especially in a deck that plays a more slow and steady game, can really poop in the Corp's shoes, so to speak. If you draw it early, try to hold onto it for as long as possible (as pointed out in the earlier article, Stimhack is NOT an early game card).

Cyberfeeder (Core): A single Cyberfeeder pays for itself on the third run you use it (fourth if you insist on counting the click for drawing it in your valuation). You should be running more than four times. If you're not, you aren't very good at your job. Cyberfeeder is useful for all Runners. It may not hit hard when it hits the table, but it hits over and over and over again, like your older brother lightly tapping your forehead for the entire 22 hour drive to Sarasota, Florida. And like that never-ending tapping, it can drive a Corp nuts.

Datasucker (Core): If you have the extra memory, why not? What Runner can't occasionally benefit from decreasing the strength of some wicked nasty piece of ICE? Yes, you are going to need to run on Central Servers if you install this card, but, as long as you don't play Sneakdoor Beta, most Corps are going to leave their Archives wide open and will probably not take the tempo hit to drop a piece of ICE there when you get Datasucker active.

Easy Mark (Core): Three credits for one click (two if you are STILL insisting on counting the click to draw it) is nothing to sneeze at. One Easy Mark can be the difference between running again this turn and having to wait until next turn. You will never be sorry you drew an Easy Mark.

The Maker's Eye (Core): Yes, yes, it costs 2 Influence BUT packing even a single way to get at more cards from R&D is never a bad thing. If you only have one, use it when you are absolutely sure it will land unless you think you can get the Corp to rez that piece of ICE in front of R&D when it will leave them unable to rez the ICE at the server you really want to get into.

Sacrificial Construct (Core): Running into a Rototurret (Core) jacked up by a Corporate Troubleshooter (Core) is something that happens an awful lot in the games around here and having even one Sacrificial Construct can save you a whole world of hurt. Heck, only having to lose one program to Ichi 1.0 or Archer can really soften the blow. Get it out as soon as possible, of course – it does you no good just sitting in your hand.

Scud is a former editor in educational publishing and is currently working on his first novel and prepping for grad school. He played the original Netrunner, played Dreamblade competitively, and writes and self-publishes a couple of comic books at Lonely Robot Comics. Also make sure to check out his Android: Netrunner blog here at CardGameDB, Electric Sheep.
  • Toqtamish and HaphazardNinja like this


13 Comments

Sorry but splashing a datasucker with the intention of using it to run on empty archives to load on tokens sounds stupid to me. While it could have some uses, one single token on one single datasucker is equivalent to a single credit... so why not just make some with clicks?
Because you have a minimum deck size? Seriously, it happens more often than you would think - you build a deck and end up with 44 cards and 14 Influence. In that case, why not pack a single Datasucker? Yes, it amounts to one credit BUT running on empty Archives isn't the only way to get tokens. Running on R&D and HQ is usually not a bad idea and, when you do, you get more out of your single click, getting to run AND getting a Datasucker token.

In addition, I probably should have added that some Corp players WILL take the tempo hit in order to protect a vulnerable Archives (they. Probably shouldn't, as you point out, but human nature being what it is, players usually hate to see the runner get anything for "free") and, in the mid- to late-game, even a one click hiccup can swing things.
I am also skeptical of the data sucker 1-of suggestion. Can you provide an example of a deck that would have 1 MU to spare? And in which cases would data sucker be a better 1-of than cyber feeder? Archer vs. ninja seems to be the only major circumstance where it matters. But, then, Kate would rather run personal touch. So that leaves Gabe...

I am not really a fan of the cyber feeder advice, either. 1-of cards are best when they gain value (or at least don't lose value) towards the end of the game. This is because you will not reliably draw them early. Cyber feeder is most valuable when you draw it in the early game. As such, you would prefer to have 2-3 copies if you decide to run it. Stimhack, maker's eye, and sacrificial construct seem legit as 1-of cards.
First, please understand that I am not advocating only ever packing one of these cards in a deck. This is advice for when you find yourself with an open slot in your deck.

Second, I think a one-of Cyberfeeder isn't a terrible choice because of the flipside of your argument. If you are packing ANY card as a one-of, you will either draw it early or you won't. If you DO draw your only Cyberfeeder early, woot! If you don't, oh, well, you were probably drawing cards in the late game just to keep your hand full in case of net/meat/brain damage anyway.
An interesting article Scud.

Whilst I can appreciate both what you are saying, and the other posters in regards to many of these cards you would not want a single copy of, I actually see it more being a case of you have a 46+ card deck, and need to trim it down somewhere, so look at what cards you have that don't need to be at maximum value.

What do you think of Crash Space as a splashable card? Whilst Criminals may run it at 3x, I could see it being a possibility for the others. A means to get rid of tags, or prevent meat damage (which is bound to increase in sources) is rarely bad.

I look forward to a future article covering splash cards for Corps.
Good read Scud. I really agree with you about your point "(if you are STILL insisting on counting the click to draw it)" I do not see any reason that people keep adding that as really you can add that cost to every, single card thus making it null and void as a factor.
The point is to compare with using one click to take one credit, in which case counting the click to draw is definitely relevant.
    • Keggy likes this
Not just with using a click to take a credit, but for stuff like determining when Cyberfeeder pays for itself. Without a forced or "free" draw, you have to value the click spent drawing it. To say that it's a wash is like saying that 3, 5, 9 should really just be considered 0, 2, 6 since all those numbers share the 3. That said, depending on the deck, the value of a draw may be less than 1 click.
Except EVERY card then has the extra click added to it's value, which, in the end, inflates the cost of every card.

You were going to have to draw cards anyway, honestly. If you play a game where the initial five cards you draw as Runner are the ONLY cards you use for the whole game (barring first turn Maker's Eye shennaniganary), well, bravo. The rest of us, we'll be drawing cards many times throughout the game. Why, then, would you count the click to draw the card in it's estimated cost. The idea of building a deck sort of REQUIRES you to draw cards at some point.

Anyway, tempo is much more important than clicks & credits when it comes to valuing a card. Easy Mark lets you have three credits NOW. Even if you draw to get it, you still get three credits one click faster than you would have without it and it is what you get to do with that extra click THIS turn that is the real value.
    • Toqtamish and eddyc like this
If you add the extra cost to every card it might as well not even be added. It cancels itself out therefore it is pointless.
Only when comparing cards to cards..... not when comparing the usefulness of a card to another action that can be performed during your turn!

Math!
    • alexbrew likes this
Good grief man, calm down.

Well aware of what math is. Accountant.
:P