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Rezzing and Running

Android: Netrunner Rezzing and Running

I've always been competitive. With everything, anything that gave me a chance to win, I was always a part of it. Winning. I would do anything to win at games, I would study them for months on end, fill notebooks with endless amounts of worthless information that was only useful in one circumstance: to win that particular game. So, when netrunner first came out, of course I would be interested. Here was a card game that wasn't too expensive to play, and had a competitive edge. Hell yeah! But, there was a problem…

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I was terrible at the game. I mean, horrible. And I didn’t understand why. This was supposed to be a simple card game, and it was like trying to kiss the back of my kneecaps. Impossible! Great. Here was another game I had to study. And study. And study. But slowly I started to get better at Netrunner. And slowly I started to learn the nuances. Of the corp. And then I played the runner for the first time. And I lost. Over and over again. And then I slowly started learning the small tricks of the runner, the little things that let you know what the corp is doing. But what makes netrunner so much fun is that you have to learn that for ALL seven runners/corps. It doesn't make the game any easier, either.

So why am I writing all this? In an effort to help both myself and those first starting out, as well as veteran players, I am going to be posting and analyzing the decks I create after playtesting them extensively in an effort to show players a method of deckbuilding that will allow them to win games easier, and to increase their win/loss percentage. Today, we will examine a common HB build that I have put together, it’s strengths, it’s weaknesses, and what I did to lose the game. First, let’s give the list:


Identity:
Haas-Bioroid: Engineering the Future (Core)

Total Cards: 49

Agenda (10)
Accelerated Beta Test (Core) x3
Project Vitruvius (Cyber Exodus) x3
Mandatory Upgrades (What Lies Ahead) x3
Private Security Force (Core) x1

Asset (6)
Adonis Campaign (Core) x3
Melange Mining Corp (Core) x3

ICE (22)
Enigma (Core) x3
Wall of Static (Core) x3
Sherlock 1.0 (Trace Amount) x2
Viktor 1.0 (Core) x2
Heimdall 1.0 (Core) x3
Chimera (Cyber Exodus) x3
Ichi 1.0 (Core) x3
Tollbooth (Core) x3

Operation (11)
Archived Memories (Core) x2
Hedge Fund (Core) x3
Precognition (Core) x3
Biotic Labor (Core) x3

Upgrade (0)

Total: 49
Total Influence: 15

So, what is good about the deck (at least in theory)? Well, for starters, it’s fairly simple to play: Try to hold your agenda’s in hand until you run into biotic labor. Yes, with there being ten agendas, there will be one drawn on average of once every 4.998 cards or something like that, but that’s what the 22 ice was for, right? Right?! And I could use precognition to look for ice to ATB into!!!! Ah man this is sweet! What if noise trashes one of my agendas? ARCHIVED MEMORIES, THAT’S WHAT. All of this seemed pretty amazing, but there was some (a lot) of issues.

First off, E3 feedback implants. Stupid, I’m so stupid. Who cares about all of that amazing ice now? Sad face. Archived memories is slow and leads attention to your hand? Sadder face. Most of the ice I had was easy to get through but expensive to rez? Sideways face. Precognition is too slow to reliably work every game? Dammit! I hate this game!

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How can we fix that, though? Well, I think there is a few ways we can make this deck just a little bit faster and a little bit stronger. It has potential, and that potential is not in HB at all. Actually, it comes from their yellow-er friends over at NBN. They have a breaking news update that 2 SanSan would be great over on the HB floor. 3 Viper would be just a little better than Enigma, as it doesn’t auto lose to Yog. I think we should also call our friend Ash to into SanSan to help protect those agendas. And I do like money, and I like it to trickle in… Instead of having to pay tons for Tollbooth that just gets ignored anyway, why not include 3 popup windows? Actually, you know what else we could include? Uroburos is a fantastic piece of ice that could really help our cause, of winning, of course. But we are going to need money… hmm…. Green level clearance will help us by drawing us the agenda/biotic labor/San San we need, as well as giving us 2 creds. I think so. I don’t think that this deck is fast advance. This deck COULD be fast advance with the right draw, but I think HB is a lot more reactive than a lot of other deck archetypes. Having the right ice for the right problem is vital to the success of the corp player. So what does our new deck list look like?

Identity:
Haas-Bioroid: Engineering the Future (Core)

Total Cards: 49

Agenda (10)
Mandatory Upgrades (What Lies Ahead) x3
Project Vitruvius (Cyber Exodus) x3
Accelerated Beta Test (Core) x3
Private Security Force (Core) x1

Asset (6)
Melange Mining Corp (Core) x3
Adonis Campaign (Core) x3

ICE (21)
Viper (Cyber Exodus) x3
Wall of Static (Core) x3
Uroboros (A Study in Static) x3
Chimera (Cyber Exodus) x3
Heimdall 1.0 (Core) x3
Ichi 1.0 (Core) x3
Pop-up Window (Cyber Exodus) x3

Operation (8)
Hedge Fund (Core) x3
Green Level Clearance (A Study in Static) x2
Biotic Labor (Core) x3

Upgrade (4)
SanSan City Grid (Core) x2
Ash 2X3ZB9CY (What Lies Ahead) x2


Total: 49 cards
Total influence: 15

Some thoughts before I test? I may want to see those Pop up windows be Ice walls, but we will see… I am going to test the both of them, and I will have a tournament report for you all soon on how this deck did. I think it will have much more success, because the link is just not there for the runner, and to play onto that will be at least of slight benefit to me as the corporation.

Please, join me next time as I post more terrible decks with hope for improvement!

On a side note, feel free to tell me anything I should add/correct/ pull my head out of you know where, and I would be more than willing to listen. Thank you all for reading, and may you all keep rezzing and running!
  • Zoyfar, jgoyes and HaphazardNinja like this


6 Comments

I want to like Mandatory Upgrades. I really, really do. However, even with SanSan it is a 2 full turn minimum, 5 cost (4 due to install credit) beast that screams 'poach me!' Especially as you have so few assets (and no advanceable assets) to bluff and eat up a costly server run. Running even a few Aggressive Secretary can allow you to (once a Mandatory Upgrade is exposed) triple advance and wreck a runner's momentum.

Chimera is a wonderful piece of ICE in a non-crypsis heavy environment. That said, the current meta is a Crypsis heavy environment. IMHO Chimera shines in decks with a heavy amount of useful, match defining 5-for-3 agendas (Government Contracts, Restructured Data Pool). Weyland scoring an early Government Contracts is brutally difficult for the Corp to maintain parity against. As any Noise player can speak, an early Restructured Data Pool turns the game from a 'win and keep them from scoring too many Agendas' to a 'lose but score as many Agendas as you can.'
I would mirror what PJOmega says with regards to Mandatory Upgrades and Aggressive Secretary.

With Viper and Uroboros, do you think you have introduced too many of the easily-targeted weaknesses into your deck? HB already has its classic Bioroid vulnerability, Chimera is extremely vulnerable to Crypsis, and now you have added ICE that is vulnerable to using link vs tracing.

As a specific example, I don't see Uroboros fitting into an HB deck. Against HB, there will typically be one or more ICE you would like to use your clicks to break anyway, so I don't see its first subroutine benefiting you as much as it possibly would other corporations. In fairness, it does give you an ETR sentry, which is pretty rare. Your only other legitimate options for this are Archer, Caduceus, and Draco. Draco rezzed with 6 credits is actually 1 strength higher than Uroboros though, and HB should be able to power its trace with credits easily enough that the 2 difference in base trace strength shouldn't matter too much. I would also suggest you try playtesting with Caduceus as well since you are already going in on the ICE economy with Pop-up Window.
    • Skike likes this
Yeah, I would switch Uroboros with eitehr Caduceus or Neural Katana. I would actually use Katana, because you don't want too many traces.
Also, I wouldn't like Ice Wall when you play Wall of Static. That would be 6 ICE in your deck, that are incredibly easy to break for any type of barrier breaker.
Do yourself a favour and switch one MU for a PSF. Mandatory Upgrades is often times just 'free' points for the runner.
I am also not a fan of Green Level Clearance, but this is just personal taste. I'd rather see Aggressive Secretary in this deck.
Overall it feels to me like your deck is halfway between the fast advance and super server HB memes. If you're going super server with those ABT's, you need more ICE than just 21 (my deck is currently running 29 and wins about 70%). Fast advance would be well served by some ice walls, aggressive secretaries and trick of light. For economy, MMC is great if you're building a super sever but pretty mediocre if you're doing fast advance, as most of your ICE there should be installed on your centrals. Keep MMC but ditch the econ operations for Super Server, but ditch MMC and add in PADs for fast advance. You could also swap out the PSF and one Mandatory Upgrades for a False Leads or two (wonderful card for scoring the remaining MU) and maybe Priority Requisition.
Agree with player comments, I would just add that Hourglass is an Ice that would work perhaps better here than Uroboros. I would also ditch Chimera, if you had Akito for free rezing, maybe. If you are running Beta Test you should consider stronger Ice like Janus. AI can also work in the deck to raise up your Ice for 1 credit in the early game and then advance the Mand. Upgrades for the extra click. Once you get your extra click is basically game-over for the runner.

If you want to suck the runner into your tower of doom, put a MMC behind the stack and cash in for 2 to 3 turns. The runner will have to pay a lot of money to remove it and then you can actually pay for your Janus out of hand. I think MMC works better in a tower than drip cards because the payout forces the runner to act fast or suffer greatly later.

Don't under estimate corp trouble shooter neither, especially if you plant an archer in your deck too (no archers? why not?)
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padawanofthegames
May 07 2013 07:20 AM
This is a fast advance deck that focuses on advancing agendas. Throwing 2 pointers away to an archer will lose me the game more times it will win. Aggressive Sec does the same thing for me, but cheaper, and better. Chime in for the next article, and see what changes I made c;