Welcome to Card Game DB
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Initiate the Virus Frequencies
Submitted
Christars
, Feb 09 2014 10:34 PM | Last updated Feb 10 2014 05:10 AM
Anarch
Identity:
|
|||||
Order by: Name Type Cost Faction Total Cards: 0 |
![]() |
||||
|
|||||
|
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.
1 Comments
A very program-heavy Anarch deck with heavy R&D dig capabilities through triple Medium, Keyhole and the Anarch rig, including Morning Star - designed due to my fondness of R&D victory, but trying to avoid the passivity of certain other big-rig decks.
It's quite light on economy, but since most expenses will go towards installing programs, Sahasrara takes care of that. The rest of the economy will usually be sufficient to fire off the cheap Anarch breakers and installing the few pieces of hardware/resources you may need.
Early game will usually consist of putting pressure through Parasites; if at any point an opportunity presents itself, early Medium/Nerve Agent digs may slow down the Corp and give some points. After you install Wyldside, most turns should consist of install, install and run for pressure - the deck may not have as much early pressure as certain other archetypes, but it's important not to fall in the "build rig for late game, ignore early game" trap.
Once you have your Djinns set up and some central attack cards + Self-Modifying Code, you're pretty much hitting lategame, and the Corp should have serious issues keeping you out. Multiple Medium/Keyhole-runs will be devastating, although surprise Nerve Agents are very strong as well.
A note on memory: A good, but risky, strategy is to host your Djinns on each other, effectively making a triple-nested Djinn array capable of holding 7 MU for the price of one. Due to the "all eggs in one basket"-nature of this, Sharpshooter was included to save against suprise Archers/Grims, both being quite hard for Mimic to deal with.