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Tech Talk - Splashable
Dec 04 2012 06:10 AM |
Scud
in Android: Netrunner
Android: Netrunner Tech Talk Scud
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
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 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.
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.
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.
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.
Math!
Well aware of what math is. Accountant.