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Sunny Lebeau
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Sunny LebeauType: Identity: Natural Base Link: 2 Faction: Runner Sunny “Mommy will be home soon, sweetie. She has to kick some ass first.” Minimum Deck Size/Influence Limit: 50/25 Set: Data and Destiny Number: 45 Quantity: 1 Illustrator: Matt Zeilinger |
Recent Decks Using This Card: No decks currently use this card. |
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Netrunner is a TM of R. Talsorian Games, Inc. Android is TM & ©2012 Fantasy Flight Publishing, Inc. All rights reserved. Netrunner is licensed by Wizards of the Coast LLC. ©2012 Wizards.
30 Comments
How come there is no love for Sunny at all? I feel obliged to write something here.
Here comes the Underworld Contracts mommy, that makes use of link like no one else. Throw in as many Cloud breakers as you can manage, do not forget to pack the new trash-able ones. Also Ice Carver is your friend, Mass Install too (again). Just make sure to include Modded or Sahasrara, for you will be installing quite a lot.
All of the above will leave your memory free for whatever you decide. You already have Underworld Contracts (if you don't, punish yourself), throw in Data Folding and you will make money for nothing. Grifter is again something to consider, as once set, Sunny will be running every turn, and most of those runs will be successful with those breakers.
Those tactics leave Sunny with a lot of MU to spend, and you might want a single Sage or Overmind for back-up. Or just run full non-icebreaker program suite based on your style - Magnum Opus, Sahasrara, Datasuckers, Parasaties, Knights, even Gorman Drips or Hemorrhage, or that so sweet but That-Memory-Cost-Is-Awful Hyperdriver.
Just adjust to your playstyle and enjoy the freedom that cloud breakers give you. Just don't include any additional Link - not much of a reason to burn card slots and most of the time you won't need to fight traces - you break the ice. Also, your greatest problem might be card draw, to find those economy pieces missing. Which brings us to the final part of Sunny's awesomeness - Wyldside and Pancakes. Wyldside and Pancakes. FFG, you are genuises.
This mommy rocks - breaking all day, partying all night, looking after her children... Futuremama!
Her built-in, flexible Femme Fatale (Security Nexus) starts a trace-5. So it's in no way a bad idea to push the link above the default 3. Security Chip also scales with your link.
I'm getting to Sunny. I like her. Its just been a very busy week.
One thing though, Valdemart, you keep mentioning Data Folding. You're a smart, savvy guy and thus this surprises me as it just isn't a very good card.
Have you done the math? It is very inefficient, taking a long time to pay for itself. It costs $3 to install and conditionally drips $1. Even in a deck with MU to spare you don't see any net +$ from it until after the 4th turn.
-3 turn 1 install <-- (also, -1 click)
+1 turn 2
+1 turn 3
+1 turn 4 <-- (break even $)
------------
+1 turn 5 <-- (first actual profit)
------------
That's a very inefficient payment schedule. I was initially interested in Data Folding when it released, but the math just isn't there. If it cost less, or paid off based upon how much extra MU you have it would be something, but in its current state there are just more efficient options.
We could move discussion of it over to Data Folding's page, but I'm curious as to your reasoning on liking the card. Maybe I'm missing something, but as it stands the raw economics of this card don't make the grade IMO.
loving Sunny's cards and flavour. all around so much love for Sunny.
when D&D comes out, this will be the runner i try the most i think. she just needs some card draw really, but she's pretty strong with all of the economy options like first turn Data Folding and Underworld Contacts. throw in some Career Fairs and Daily Casts, maybe a Security Testing side job for Jak Sinclair, and she'll have money for days. add some Drug Dealers to help supply her what she needs to stay up, and she'll get some decent card draw (and on the corp's turn no less). Sure, it'll cut into that econ package, but she can probably afford it. Flesh out the breaker suite with Parasites, Datasuckers, and Multithreaders, and she can probably run wherever she pleases. and with Globalsec Security Clearance and some R&D multi-access, she can wait for just the right moments to run
Ok, finally carved out a block of time to cover Sunny.
My first impression on looking over her cards was "All of our strengths, none of our weaknesses", which is a bit overstated but she sure seems like the new runner who's got all the right toys to get it done.
Sunny herself is a very solid runner. 2 link opens the door to Underworld Contacts finally being a solid econ choice; $1 drip for $2 install with no need to pack +link is nothing to sneeze at. And that's good, because what Sunny will need most is a very solid econ as her custom cards are powerful but not very economical.
25 influence seems like a lot, but like all of the new sub-faction runners that extra influence actually disappears quickly as you end up wanting to import a lot more cards than you normally would need to in a standard runner deck. However in Sunny's case, her own cards are all solid and give her everything she needs for a stable base of reusable pumpable standard breakers, a beast of a console, some psuedo-econ for breaking ice, and an information gathering card that can help avoid expensive fruitless runs on R&D. Of the three sub-faction runners, Sunny's 25 influence actually feels reasonable.
50 card minimum is a bit of a neg, but I've been playing Valencia for a while now and my opinion is that the minor loss of consistency is easily worked around, and can also be a bit of a boon as it forces you to take some utility cards that would probably get cut otherwise. I started paying attention to the "5 cards I would cut if I had a 45 card min" during my Valencia games and was quickly assured that those 5 cards were actually doing good work. I expect Sunny will prove to be similar as her copious extra MU (assuming she's using her cloud breakers) opens up a deckbuilder's dream of room for useful non-breaker programs that rarely or never make the cut in a typical deck due to lack of MU.
And then on to her sub-faction cards:
For any other runner, the seldomly played but actually pretty useful Woman in a Red Dress seems better. Since Sunny meets the link requirement out of the gate however, this works well for her. Particularly if paired with Adjusted Chronotype, which seems like an obvious include for many Sunny decks.
It can't be overstated how powerful it is to find out for free if the next card up is an agenda, which is obviously good as it allows the runner to be very economical with R&D runs. More subtle it puts pressure on a central at relatively low cost.
And secondarily, all information about what to expect from the corp in upcoming turns is good for the runner. It is good for high skill players who can use that information to forward very sophisticated lines of play, and it is also good for lower skill players who struggle with the ambiguity of A:NR's asymmetrical hidden information facet and can use more information to help guide them towards better decisions.
Thematically, smart use of this card should allow Sunny to be a very precise runner.
Do you like link? Would you like some more? How about MU? Oh, and how about bypassing extra-taxing ice? Well, have we got some good news for you!
Let's talk about the obvious downside first. At $8 to install this beefy console is considerably more expensive than people generally like to pay for a console. The sweet spot for consoles seems to be in $1-$3 credits range. So the cost is definitely prohibitive.
But is it worth it? My opinion is that it certainly can be, if you consider that Sunny doesn't really need a console in phase 1. Also, given the bypass effect, this can hit the board in place of a breaker being played to get past a one-off of a certain ice type. In other words, if there's only one sentry you need to get past right now, you could play a killer, or you could play this and go.
+1 link by itself is not that exciting, but +1 link on top of 2 base link starts to hit a "critical mass". Respectable link makes it reasonable to just trace through some ice rather than break them. A possibly fun card for Sunny is Disruptor, the anarch program that cancels a trace and starts a new one at trace 0. Dead-weight for most decks, but in Sunny's hands it becomes a possibly viable safety net; in addition to its actual effect, how likely is the corp to actually pump a trace against Sunny with a Disruptor on the board? The perception of power is often as good or better than actually exerting that power.
The +MU is just gravy for Sunny, if she's using her own breakers. The upside here is Sunny can very reasonably run utility programs that most runner decks just can't support.
So, I am a little hesitant about playing such an expensive tempo-impacting console, but I think it can be made to work.
I like this a little more in Geist more than I do for Sunny, but it's a decent pseudo econ card for her, and rewards a gonzo link strategy. Decent card. Used tactically, can shore up her breaker suites inefficiency at the low strength end.
Decent decoder. Not that efficient for small codegates, but doesn't really worry about stuff at the high end. Might work well supplemented by Zu for low end breaking as strength 2 and 3 single sub ice are a bit awkward for this breaker.
This is actually a little better than the Striker thanks to the prevalence of annoying 0-1 strength sentries. You'll feel pretty good about your choice of breaker after you waltz passed a Komainu.
Multi-sub barriers begone. Still not a very good story against Blue Sun OAI + Curtainwall. And a lot of barriers sit on awkward breakpoints for this card's pump range. Thus I feel like, unsupported, this breaker is less solid than the other two. However with a little bit of support that changes.
This is the one card of the set that I'm not keen on. There is obviously some synergy with her console, Security Nexus, as it is hardware that allows you to bypass one ice per turn (assuming the trace is won), and if you were planning to flog that synergy then Jak might make sense in the deck. However, if you do use Security Nexus to blow thru a single ice remote, you are burning your once per turn effect, which impacts your total breaking ability for critical runs so it is not without a cost.
Another synergy is with Globalsec Security Clearance as in a best case scenario Jak's free run can help compensate for the lost click to Globalsec. However, that is hardly a 1 for 1 swap in efficiency, and using Jak will not always result in a best case scenario.
If FFG starts putting out non-program breaking options Jak might become more palatable, but as it is I'm not loving it. He's can be good vs no/low-ice horizontal strategies, but not very useful vs more vertical decks. Also, Sunny seems like she is better suited to applying central pressure to me and not particularly suited to playing around in remotes, making Jak fishing expeditions off kilter.
I'll try him out initially and give him a chance to show his value, but he's already on notice from day 1.
Another top-notch write-up.
I'm looking forward to seeing if she makes viable a high-link approach I've been working on for years.
Here again, I see an opportunity for Dyson Mem Chips, a card that never makes the cut for me: neutral; slot-saving; adds strength to strength (not just in Link, but also with MU, since Sunny seems to demand Overmind with her native cloud breakers).
First off, thank you for the kind words
I am by no mean a good player as I have so little to none time to play, but have always liked games of that type and always did well with what was given (even though my draw luck is terrible).
On your question, I try to avoid math in games ever since I lost about a week calculating percentages, damage, evasion ratings etc. on some computer game and realised that a milisecond better reaction than my oponent nullifies it. I don't know what it is about Data Folding that I like - maybe it is the good feelings I got when I first read about the project on a big British high-tech site that you can use your idle power-house videocard to actually help modern biology physicist to calculate complex protein chains permutations. I am into those sort of things
About the real card - I like drip economy for obvious reasons. And I see your point for effectivity, yet there is something that bugs me about it - we both recommend Underworld Contacts for Sunny and I think we agree that in the right conditions it is a good card (Andy's setup or 2 base link). Now, let's forget about the conditional requirements of both cards: they are both Resources, both state at the beginning of your turn gain 1 credit, UC costs 2, DF costs 3. So the difference is 1 credit and that one is a Connection and the other Virtual.
Now for the conditionals - UC is ready to go here, no need to dig further. As for DF - it's usual problem has always been that you need that memory for something else, and sparing some would mean more cards to get it, alternatives etc. Sunny I see as a Globalsec Operative - one that is made to put in use the Cloud breakers, which main feature is to free your memory for other programs, which leads me to think that there will be a couple of MU to spare with her. Also, I compare DF with Magnum Opus - both require 2 MU and while the later is more effective, it also burns your clicks later on.
So, there it is - my look was that the total credit cost to set the damn thing was 15 credits and 6 clicks, and it will net you 6 credits per turn for 0 clicks once set. It is hard to analyse completely as a perfect scenario - finding your UC first to later allow you to install DF with the generated credits is the goal I visualised. The opportunity is there, and I might throw in a Career Fair just to make it work. Will it? I have no idea at all, but it sure sounds like fun if it does.
Also, as a quick note - I would rather run the Toolbox with Sunny given the price, and a couple of Femme Fatale for bypass if needed.
The math on Underworld Contacts is just better. A permanent $1 drip for $2 is great. The only thing keeping UC from being a go-to econ option is that until now no one has had a base link of 2, and after some early experimentation the meta settled on the idea that going for +link is rarely worth bothering with. But as Sunny always has at least 2 link, UC is pure profit for her.
-2 turn 1 install <-- (also, -1 click)
+1 turn 2
+1 turn 3 <-- (break even $)
+1 turn 4<-- (first actual profit)
+1 turn 5
By the fifth turn of the sequence UC has netted Sunny +$2 credits, while Data Folding has just yielded the first +$1 net and is effectively using 2 MU. There just isn't a fair comparison between the two for a runner with 2 link.
True, you could pack both, with DF acting as another layer of drip, but those 3 card slots could be better used on other more performant cards. Even Daily Casts nets 5 over 5 turns; it takes a Data Folding 9 turns to pay out enough to catch up with Daily Casts. 9 turns can be an eternity in Netrunner.
The fact that Sunny will likely have extra MU doesn't compensate for the low yield of DF. I mean, play it if you like DF thematically, but I'm pretty confident that if you swapped out the card slots for a more efficient econ choice you'd find that your deck had improved.
A nice read as always, and I agree that the math here is favouring UC, I just think that packing DF will complete the circle (also I really like to dust off rarely used cards). In the internet era (the Netrunner era!) the most effective decks are already listed, I can tweak some and play. But in deckbuilding, I enjoy creating the ugliest mostrosity, even if they fail to work at all.
And another thing about Sunny - after comparing her with the standard and the alt art Femme Fatale I can see certain similarities. Is Sunny the prototype for the criminal seducer, or the inspiration went the other way round? (I am good at rememberring faces, not comparing them, though)
Well...who's to say? But I doubt it. A:NR is " cyber-noir ", and the "femme fatale" (literally, fatal woman) archetype is a staple or "stock character" of the film noir character palette. The period look of the classic film noir femme fatale was very well defined by many classic Hollywood movies and actresses of the time period, to the extent that reuse of the look immediately evokes that era and storytelling style.
Going back further, the femme fatale concept predates film noir. By a lot. The dangerous woman who uses her femininity to get what she wants is a concept that I daresay is as old as humanity. The concept itself is used by psychologists and is at least tangentially related to how some men view liberated women and fear their vulnerability to feminine seduction. It is a very complicated, thorny, and deep concept that interacts with people at a visceral level, which is probably why it is such a powerful storytelling tool.
https://en.wikipedia.../wiki/Film_noir
https://en.wikipedia...ki/Femme_fatale
Having said all of that, to my eyes, the art used on Sunny's ID does not look like a femme fatale at all. She looks like a no-nonsense professional, possibly even wearing some sort of uniform (the arm badge and elaborate shirt cuffs are suggestive of it at least).
The woman depicted on Windfall, from this pack, does seem to be dressed in a noir style, but that isn't a Sunny card and the flavor text doesn't suggest that she has anything to do with Sunny.
So, I guess that's a really long way of me saying, "no, I don't think so". But, again, who's to say?
I was thinking about the face-shape, lips, skull uniqueness etc. but I really like your elaboration on the topic, furthermore it is clear that Netrunner goes way deeper than it's initial setting unto topics and archetypes you have described. I won't pursue the subject, for we will be going way off the forum purpose, but now I can say that Sunny got the love she deserves on this page, and a decent round-up of her abilities and character as well. Me like it!
With reference to KillerShrike's comments about Woman in the Red Dress/Globalsec Security Clearance. I agree for Sunny that Globalsec is much better but I personally think that Woman in the Red Dress (particularly) and Globalsec Security Clearance (for any runner but Sunny) are generally more often bad than good.
In the early game WITRD doesn't really do a whole lot for the runner, due mainly to the Corp making the decision. Either they draw (for free) causing any runs to HQ to be diluted, both of which help the Corp. Decks that plan to run HQ will generally do so without the absolute knowledge of the Corp's hand and would prefer to slow down the game, so that they can't score as many cards out of HQ, which flooding it doesn't really help with. Trying to setup HQ interfaces (or less so use legwork) further slows the runner down meaning they don't have the credits to apply the pressure they should be. If instead the Corp leaves the card WITRD hasn't really done anything, for runners who set up to run R&D generally intend to multi-access and therefore also care less about the absolute knowledge of an agenda. Even worse if they set up to run R&D they don't want the Corp to have more options to remove agendas from R&D. Either way the Corp can exploit WITRD, from free card draw to setting up the best ice defences against where the runner plans to run. Generally there is only one late game situation (if the Corp's centrals are weak and once their cards in hand get low) where WITRD effectively becomes a win win (and usually wins you the game) but is sadly virtually a dead card up till then.
Now GSC is most likely only for Sunny, as the link cost is probably too much of an overhead for most decks, but GSC has better benefits. Firstly the Corp receives no information (except they know you know what they drew, or unless they can read facial expressions correctly), and more importantly the cannot move the card (unless something like Architect, Panic Button etc. are in play). This puts the Corp in a bad position without ever having the activate the card's ability, as the options are only defend R&D or suffer easy agenda loss (much better options than WITRD gives us). Therefore you can either never run R&D and yet still require the Corp to heavily defend it (paying all those install costs) and can build the deck assuming you will run other servers. If you activate the ability (preferably with Adjusted Chronotype, and possibly another card with a may lose click cost for the turns you don't use GSC) to give you plenty of information or run R&D if the Corp chooses not to defend it.
Generally I think GSC in Sunny (and probably only Sunny) will be great, and I look forward to building that deck, but for all the times I've played with WITRD (at first I thought the card would be great, so played with it a lot) it rarely delivers, and therefore rarely makes it into decks, or otherwise only as a one of. Furthermore I also share your view that Sunny is the best of the new runners.
So, we could move deeper discussion of WITRD to her page, but here's why I think WITRD is an ok card.
If your deck is set up to apply HQ and R&D pressure via trashing and multiaccess, WITRD applies huge pressure for free (aside from overhead of card slots, install cost, and high influence; but clickless & $-less once installed).
It goes like this:
top card is an agenda: they're probably hosed either way.
top card is an asset or upgrade: if they leave it you can trash it and dig deeper on R&D. If they take it to hand, you can run HQ, multi-access, possibly trash it and wreck their hand or run R&D and see an extra card on your deep dig. Win-win.
top card is ice: if they leave it to protect R&D from deep digging, you at least know what ice is coming up. Also, if it is worth it, Imp. If they take it to hand, you can dig R&D deeper.
top card is an event: this is the worst case for WITRD; if they leave it to protect R&D there's not much that can be done about it aside from Imp, Edward Kim, and other edge cases. If they take it to hand, you can dig R&D deeper. Also, even in the worst case you get free information. Do they have Scorched? Well, they've got at least one; etc. Sometimes the info is zero sum, other times you knowing and them knowing that you know has an impact on the lines of play.
Also, if you are able to threaten remotes as well with a solid rig, then taking extra cards to hand via WITRD puts pressure on the corp to play some of them into possibly unsafe remotes, or suffer forced discards. Throw in Vigil or possibly Astrolabe and suddenly you can further capitalize on the corps hand filling up and cards getting forced out of HQ to remotes or archives.
It also helps with credit management because you are less likely to make expensive runs on R&D that don't benefit you. You can make better choices about which server to run, basically.
Finally, nuances, from turn to turn which way the corp chooses (to take a card into hand or leave it sit) can give away useful hints about how confident they're feeling about HQ and the ice on HQ and R&D (if they aren't all rezzed yet). A canny player can play that game to, but I've elicited some useful hints of that sort in many games with WITRD that allowed me to be smarter about runs.
So, basically, WITRD isn't an amazing card but it does do good work in a high pressure aggressive deck that can capitalize on either choice the corp makes. It's "the magicians choice" basically, if you create a situation where it doesn't much matter which option the corp chooses, the downside of the card is cancelled.
I first started using it as a 1 off in an Iain Connections / Hostage centrals only deck and immediately found it very useful. I later used it in a Nasir deck and it again proved useful. I even tried it briefly in a Noise variant where it really amped up the choice to leave the card on R&D or not as I would mill it if I wanted to, but the influence cost was just too high and I didn't have a reliable way to get it on the board so I reverted the deck to a more standard form. I found it to be surprisingly solid, considering I panned it when it was released and considered it a really bad card for a long time.
Sunny is totally Hayley's mom, people.
Maybe I didn't make my point entirely clear, but in most of the situations WITRD isn't really providing anything much better than what you already have (and on the off chance there is some synergy you have to import it) whereas GSC is providing large benefits, even on its own.
If you have R&D multi-access set up you want to run R&D whenever there will be new cards there (I would always be trying to trash cards with such a deck, regardless if I know beforehand what I am trashing), so letting them draw off the top allows the Corp to save the card, otherwise you have to run HQ and can't apply the pressure to R&D where you intend, so will probably only attempt it if it is an agenda. Therefore it isn't as good with Shaper's.
If you have HQ multi-access it is much nicer when you they can't put it into their hand because of the multi-access and you get a free agenda, but the card somewhat non-bo's with itself in that it puts more cards into HQ meaning the multi-access (in general) is still diluted.
As for some of the other situations, such as to help with Vigil, that is a good combo that I hadn't considered (and forcing discard with iterant protestors would be nice) and I might actually give it a go in a Valencia deck. In most situations the forced discard isn't as bad because the Corp hasn't had to pay for the draw, meaning you haven't really done a whole lot (which is my general belief of WITRD, it does something, but it's never enough for the overall cost).
As for information, you are quite correct, any information is helpful, but the Corp can also judge you in the same manner, with what you choose to run or don't, whereas with GSC the Corp can't consider your decision making until next turn when they draw the card.
I understand your points, and acknowledge that they are well made, I just have a slightly different opinion.
There's certainly room for reasonable minds to disagree. In fact, In this case I had a very similar opinion of WITRD as you do, until I actually put it into a deck on a whim and played it. My actual play experience with the card changed my mind and I upgraded it from "bad and pointless" to "borderline playable in certain decks". I took apart the Nasir deck a while ago as I came to the eventual opinion that Nasir just isn't very good overall, but I still run a singleton WITRD in my Iain connections deck and I'm always glad when it hits the table for him as it gives me a lot more board control than the deck has without it. Granted my Iain deck is on the cusp between fun and competitive (does well against most decks but gets crushed by NEH astrotrain almost every single time).
You apparently had the opposite experience; liked it, played it, decided you didn't like it based upon play experience. The card is definitely borderline, and this sort of thing is typical (in my experience at least) of borderline cards. Even though they are generally not playable, in certain situations they can be useful and be leveraged to do good work.
Like many "junk rares" (to borrow a MtG term) WITRD has a powerful but niche ability coupled with a downside. Often with such cards when the downside is mitigated they can provide value in certain scenarios. I typically avoid "janky combos" in serious decks, but I don't consider WITRD specifically to be a combo card; it's more of a janky enabler.
To bring the discussion back around to Sunny and GSC, I fully agree (and said it myself) that GSC is better for her due to meeting the 2 link requirement out of the gate. However losing a click for a reveal is a high price to pay. I like that it is optional which is what saves the card from unplayability for me, but a deck built to leverage GSC is going to have to build around it to support the consistent lack of a click. Having played a lot of Wyldside, I know the impact of being a 3-click runner; and the perils of work compressing myself. I will be including GSC in my intial Sunny deck (of course), but if I can find a playstyle with her that doesn't need it I have a feeling I'll end up cutting it as I tend to get rid of things that slow me down. We will see. Adjusted Chronotype mitigates the click loss, and I fully intend to flog that combo to weigh its effectiveness, but if I need the influence elsewhere or find the overhead and tempo loss too high, GSC becomes a lot less viable for me.
Oh, also, welcome to the boards! Please keep sharing your viewpoints with us; we don't all agree on everything, but sharing our insights and conversing back and forth often leads to a more nuanced discussion around the pros and cons of the cards.
I've used WITRD in several similar decks, but my personal favorite was a run-oriented Express deck, where it got me oblique R&D pressure while I would hammer HQ.
It's definitely a "how you use it" card, and certainly not for every deck.
Well my play experience of WITRD was quite strange. Generally I found it had a negative impact (either from being dead or exploited against me; could be poor play, deck building or just sometimes a bad card) or if it had a positive impact it was generally when I was already far enough ahead, as in it never seemed to convert losses into wins, just secured some. I guess it therefore comes down to play style, and I generally dislike cards that merely secure wins because they get in the way of the cards that actually do all the hard work, and I think GSC might be one of those cards. I also share your views with Wyldside and nearly always ended up cutting it for the same reason, although now Duggar, Paige Piper and I've Had Worse are all here to help.
Thank you for the welcome, I have read most of the comments for a while, and never decided to write anything, but I learned quite a few things from many of you (thanks by the way) and thought I might start . Generally I prefer "negative comments" (although not mean ones) as it gives far more incentive for a discussion, rather than simply agreeing, and I find you learn more this way.
I also came from MtG (although I haven't given it up completely) but Netrunner is both incredibly cool and so much cheaper. So yay for Netrunner.
Yeah, some have argued that there aren't "win more" cards in Netrunner.
I think I basically agree that a card isn't intrinsically "win more" in this game, but can be "win more" in the hands of certain players. It is totally possible that cards like WITRD help you at something you are already good at as a player, and thus you gain little benefit from it.
My bias as a player is towards aggressive control, and I can sometimes be reckless. Subsequently a problem for me as a runner is I have an urge to run aggressively, sometimes just for the sake of running. This often helps, but sometimes hurts. Effects like WITRD that give me more information allow me to still be aggressive but to make different decisions. It supplements something I'm not great at as a player, which is playing more conservatively. Thus for me it isn't win more and I find more utility in the effect.
(For reference, in MtG terms I'm a long time mono black control / suicide black player, and my fall back color is red. I hate blue with a passion and avoid green. In some cycles, when white overlaps more with black, I'll splash over that way for tasty Wrath of God type effects and other board control effects)
Anyway saying there are no "win more" cards made me want to have a look. Looking only through runner cards I debatably found 3, none of which seem playable. So in 3rd place was Record Reconstructor, which only in very rare circumstances could allows the assurance of a win, otherwise it doesn't do much. In 2nd place was Capstone, which not only requires so many cards installed, but also the redrawing of a large number of cards before it is worth activating, if this would somehow secure victory. Now both of these are tenuous at best, and merely were to build the anticipation for the only true win more card (that I could find). So in 1st place is Kraken, and I don't see how this can't be a win more card.
Anyway as for MtG I was blue at heart (particularly Faeries), even though I began with black. This has lead me to play a very controlling Noise game (since Order and Chaos was released) otherwise commonly Gabe (or Leela/Andy if I felt like a change), once again in a very controlling manner, trying to draw out the game or apply pressure through Account Siphon, Emergency Shutdown and even sometimes splashed Parasites. I also generally prefer efficiency and inevitability (through Desperado or Security Testing), and prefer rigs with very low install cost breaks, which also help apply pressure (preferably without having to commit overly). Generally I tried other decks with WITRD (mainly Shapers) which never fit the play style, so you are probably right that it worsened my outlook on WITRD. I see GSC as controlling and Underworld Contact as inevitable, hence I'm looking forward to Sunny.
On a slightly different note above, I have tried Data Folding (mentioned above) for the inevitability and it generally never went well, even with Career Fair. A more inevitable card with a different style was Order of Sol, which is a card I think is really cool, but whatever I built (I tried it with personal workshop, Study Guide and Hayley) and although it easily paid itself off was just too slow (I also realise it could be good in Nasir). Seeming has this debate has ended what are your thoughts on Order of Sol, and have you had any luck with it? PS feel free too respond on Order's page, as all reference of Sunny will most likely disappear.
As it happens, the first comment on Order of Sol's page is from me and gives a good breakdown of my thoughts on it already
Feel free to start a new discussion on it (or Kraken) on their pages and I'll chime in on it if I have anything of interest to say.
This is perhaps the only card in this set that gets me excited (plus all the supporting cards that come with her). Otherwise Data and Destiny isn't for my taste, as didn't two last datapacks. Okay, Global Food Initiative is kinda cool too.
I have been juggling in my head a linkstorm-moneymaker-Lebeau, that would have in optimal conditions linkstrenght of 9 and would get 6-9 credits at the start of her turn (I count the power tap + free run + force a trace as free money). Also she would see the top card of R&D and run only when it suited her. I know, it has a lot of setup to build but I am going to build it anyway. Atleast when the D&D comes out store near me.
Yay, my expansion just arrived, but i have to admit: as cool as her playstyle might be, I don't like her flavourtext. The manual indicates, that Sunny has two lovely little children (5years and 3years), but also that she is a single mother.
I am not blaming her for putting her children in daycare the entire time, but it's kinda irresponsible to be running against megacorps.
Getting locked away by NBN for breaking the law is one thing, but what happens if she initiates an unfortunate run against Jinteki? Or even worse HB?
Who will take care of Frankie & Alexa, if Sunny gets flatlined or crippled by braindamage?
(Yeah, I'm overthinking this one)