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Tech Talk - Doppelganger Shut It Down!

Android: Netrunner Tech Talk Scud

This week, Tech Talk is going to try something a bit different. We're going to propose and discuss a deck built around a card that is currently not getting much respect - the brand new Criminal console, Doppelganger.

First, let's take a look at Doppelganger (A Study in Static) itself. A three-cost console, just like its Criminal brethren Desperado (Core), Doppelganger lets you immediately make another run after completing a successful run. Desperado gives you a credit for every successful run. Both Criminal consoles give you a free, use-restricted click. Pretty sweet, huh?

Here's the thing – Desperado's free click is far more universally useful. You will always need more credits. Doppelganger's free click, on the other hand, isn't always going to be useful. It's like going out to eat: everywhere you go, you can order the grilled cheese, which will always be exactly what it is OR you can try something different from the menu that might turn out *way* better than a grilled cheese or might be awful. Desperado is grilled cheese, Doppelganger is wild turkey ravioli in a blue cheese and nutmeg béchamel.

So, if Desperado is always useful, then why would you ever use Doppelganger? Easy. You build a deck around it. In order to do that, you need to pin down exactly what it is that Doppelganger enables. On paper, making extra runs sounds great but in practice, there are a couple questions:

1) How do you afford multiple runs every turn?

2)What do you do when the Corp stops giving you hard targets for runs (i.e. slows down or stops installing Agendas/Assets)?

We need to answer those questions with our deck. There are two possible answers to the first question – have an incredibly robust economy and super-efficient rig, which enables you to pay your way through any ICE and ensures you can do something (trash an Asset or pay off Red Herrings, for example) when you get in; or keep the Corp poor, which will stop him from rezzing helpful Assets or ICE to block your way. The first approach (economy and rig) tends to be a mid- and late-game build, and with the popularity of fast-advance style Corp decks, something that gets going a little earlier seems like it might be a good idea. We want something a bit tricksy that can get set-up fast, so let's try the "keeping the Corp poor" route.

The second question has one answer that comes in three flavors, like a Neopolitan ice cream of Corp sadness: Central Servers. If the Agendas aren't in play, they have to be somewhere, and that somewhere is either HQ, R&D, or Archives. The Corp can never really stop giving you targets as long as you can get into their Centrals. If you want to target Archives, you're best bet is a Noise Workshop deck to passively toss lots and lots of cards in the trash. However, those decks don't run very much, so Doppelganger won't be a good fit (Grimoire is just too perfect). Focusing on HQ would scream Gabriel, since that's his go-to anyway. Nerve Agent (Cyber Exodus) is only two pips of Influence, so splashing it is easy. However, Nerve Agent suffers from diminishing returns in that most Corp players' hands only change by a card (maybe two, if they draw once) every turn, so multiple runs will eventually be a waste. The best bang for you Central Server-busting buck is still R&D, where an on-line Medium (Core) or two will reward as many runs as you can possibly make. The problem with R&D is when you find a bunch of non-Agendas on top of the deck. A Runner can only afford so much trashing, even if the Corp can't mount much defense because his coffers are empty. Enter that tubby master gamer, Whizzard. His built-in ability helps (mildly) ease your need for credits and his faction allows you to bring in all sorts of destructive tools and tricksy shenaniganery.

To sum up, we are now looking at building a Whizzard deck around Doppelganger that will focus on keeping the Corp poor so we can affordably make multiple runs per turn and packs Mediums to target R&D so that we always have a worthwhile target to run at.

Keeping the Corp poor requires two cards: Account Siphon and Vamp (another Tech Talk favorite). Account Siphon is expensive in terms of Influence, so we'll only pack two. Luckily, Vamp is in faction, so we can take three. Since we're building an Anarch deck we have Influence-free access to Deja Vu, which will let us grab Account Siphon, if we need a third (or fourth) in addition to letting us recover from any program trashing. Doppelganger works well with Account Siphon and Vamp because we can make an immediate run to benefit from the Corp being poor. The more actions we can take before the Corp can recover, the better.

We want to have a quick-to-build, flexible rig, so we can just grab three copies of that awesome rig-in-a-can Crypsis. Special Order is a possibility for making it easier to find Crypsis, but since we're Anarch and Crypsis is a Virus, why not pack a couple Djinn and save the Influence? Djinn lets us tutor for Crypsis (and any other Viruses we include) as well as taking care of any extra MU needs. Relying on Crypsis as our full 'breaker rig is nice in that it allows us to not sweat MU as hard as a traditional triple-'breaker rig does, so even if we draw into Crypsis and our Mediums without Djinn, we can still get our core rig (Crypsis + 3x Medium) in play with no help. Including Djinn opens up the option to pack a few more Viruses that can be easily grabbed from the Stack. Since we're going to be focusing on hitting HQ (Account Siphon and Vamp) and R&D, we'll throw in some Datasuckers and Parasites to deal with the few pieces of ICE that the Corp does manage to rez.

Vamp requires money and, often, lots of it, since you need to break into HQ in the first place. The Corp is most likely to hve rezzed ICE on HQ since the first time you run it, they will probably still have money, so you'll need to be able to break in several times throughout the course of the game. Crypsis is flexible but he ain't cheap, so we're going to need to build a pretty robust economy anyway. Account Siphon pulls double duty here, getting us money in addition to draining credits from the Corp. Liberated Accounts is in-faction for Anarchs and is just such a monster when it comes to crediting-up for a Vamp run, we'll include three. Stimhack, also in-faction, can help us make those last few runs to seal the game. Since we're packing more than a few Viruses, Cyberfeeder will help defray install costs and let us run more often without spending clicks for cash, so we'll take three. Sure Gamble and Armitage Codebusting will round out our economy, but we'll wait to see how many of each until we've made the remaining decisions about cards.

We've already spent 12 Influence on 2x Account Siphon and 2x Doppelganger. We could pack a third Doppelganger to better ensure we'll see one, but Tech Talk likes to run two copies of a console out of personal preference, so we'll look to spend the remaining three Influence. Since we have a bit of recursion with 3x Deja Vu, we'll take one copy each of Emergency Shutdown (since we'll be hitting HQ anyway) and Crescentus, because shutting down ICE when the Corp is broke is hilarious!

We've got a few slots left, so let's see if we can't strengthen our main focus of hitting R&D with loaded-up Mediums. Demolition Run is a no-brainer, letting us clear the decks, so to speak, so we can dig even deeper. It also opens up the possibility of hitting the alternate victory condition of decking the Corp. Joshua B. is in-faction and having even more runs at R&D in one turn, when the Corp can't respond by purging Virus counters, is a good thing, so we'll bring a couple of him along, too.

You may be asking yourself, "Self, how does Tech Talk think it is going to deal with all the tags generated by Account Siphon, Vamp, and Joshua B.?" Well, Self, we deal with them by ignoring them. If we are truly keeping the Corp poor, then there isn't much he can do to us. He could take two credits and then trash a Resource, and while it would be sad to see Joshua B. go, it means the Corp is still broke when our turn starts. Our other Resources (Liberated Accounts and Armitage Codebusting) should be drained out before we go back to running, so they won't be around to get trashed. Scorched Earth costs money, more than the Corp can get in one turn while still being able to play it, so we've got a little wiggle room there. In general, the Corp should be too busy figuring out how he's going to do anything to worry about punishing tags.

Alright, we've all the decisions, so now it's time to put the deck together, deciding exact quantities of cards and, most importantly, coming up with a name. Since we're big fans of 30 Rock here at Tech Talk HQ, we've decided to call the deck Shut It Down, and here it is...

Deck Created with CardGameDB.com Android: Netrunner Deck Builder

SHUT IT DOWN!


Identity:
Whizzard: Master Gamer (What Lies Ahead)

Total Cards: 45

Event (17)
Deja Vu (Core) x3
Demolition Run (Core) x2
Stimhack (Core) x3
Vamp (Trace Amount) x3
Account Siphon (Core) x2
Emergency Shutdown (Cyber Exodus) x1
Sure Gamble (Core) x3

Hardware (5)
Cyberfeeder (Core) x3
Doppelganger (A Study in Static) x2

Program (15)
Datasucker (Core) x3
Djinn (Core) x2
Medium (Core) x3
Crescentus (A Study in Static) x1
Parasite (Core) x3
Crypsis (Core) x3

Resource (8)
Armitage Codebusting (Core) x3
Joshua B (Cyber Exodus) x2
Liberated Account (Trace Amount) x3


Influence Values Totals -
Criminal: 15
Shaper: 0


And just to leave you thinking a bit, here's a variant on the above that you can try:

–2 Datasucker (Core)
–1 Stimhack (Core)
–1 Cyberfeeder (Core)

+2 Public Sympathy (Cyber Exodus)
+2 Wyldside (Core)

Datasuckers can be crazysauce when we are mostly hitting HQ and R&D, however, with Djinn, one can be enough and since this deck is so event focused, having a larger hand size may be more beneficial than extra Datasuckers. We've also been looking to try an untrashable Wyldside build to see if it works. Doppelganger gives us back the missing click (as long as we want to run twice) and the Public Sympathy lets us hold onto more cards so we can spend clicks draining our economic resources instead of playing things out in order to not have to discard.
  • Toqtamish, Hraklea, Lluluien and 1 other like this


31 Comments

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PrimusMagicus
Apr 23 2013 09:15 AM
Thanks for the article, enjoyed your deck building thoughts. I will definitily try it out some time
I built the variant version, looking forward to giving it a try soon.

I like the new direction Scud.
I like the thought process you used to run down the deck building strategy!

Question for you: How is a deck that plans on ignoring tags going to defend against Scorched Earth? It will be hard to keep Weyland broke, particularly the operation-based economy you're likely to see from a Weyland running Scorched Earth.

On the other hand, this costs almost nothing and therefore can't be blocked off by keeping the Corp broke - how are you going to defend against Closed Accounts + Private Security Force?

I don't think Public Sympathy can be counted as defense against these Corp strategies either; if you intend to collect tags and keep them, the Corp can trash it whenever it's convenient.

I'm not normally a fan of Plascrete, but if you're going to keep all tags, they probably need to be in this deck list!
I don't think you'll necessarily keep all tags. If you can't keep the Corp poor enough to shut off SE as an option, then you'll have to slow down and ditch tags. Luckily, Doppelganger, the deck's centerpiece, allows you to run Acount Siphon then run somewhere to exploit the Corp's lack of credits, ditch both tags, AND still have time to do something else...
    • Lluluien likes this
I bit the bullet a couple weeks ago and incorporated Doppelganger into a Criminal turbo deck. I haven't looked back. Hopefully this article encourages more people to give it a try in various decks.
I've been toying with the Wyldside/Joshua B combo for a little while - 2 cards, 4 clicks and 1 tag every turn. Is it worth it? ...eh, probably not.
Well... Xanadu is finally coming out, so I believe this "keep the corp poor" archetype will be competitive soon. I'm not a big fan of Crypsis, but Doppelganger seems a smart choice for this strategy.
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Keiichi1337
Apr 23 2013 03:22 PM
I run this in my Criminal Deck with a lot of de-rez ICE options. My favorite combo is:
-Account Siphon (get money and tags), Crescentus an ICE, Doppelgang HQ again and see a card,
-Emergency Shutdown another ICE
-Wipe Tags x2

During this last regional event, I lucked out when most of my opponents would pay to rerez the ICE on my Doppelgang Run. Between Account Siphon and rezzing an extra piece of ICE they were pretty broke to do anything (if I opted to keep the tags). While the corps are pulling their pants back up, you have time to wipe tags if needed too.

I don't think you'll necessarily keep all tags. If you can't keep the Corp poor enough to shut off SE as an option, then you'll have to slow down and ditch tags. Luckily, Doppelganger, the deck's centerpiece, allows you to run Acount Siphon then run somewhere to exploit the Corp's lack of credits, ditch both tags, AND still have time to do something else...


I think this is a great answer to this question, but it's not one I see given very often. A willingness to change tempos when the basic strategy fails makes this deck a lot more dangerous.
"The first approach (economy and rig) tends to be a mid- and late-game build, and with the popularity of fast-advance style Corp decks, something that gets going a little earlier seems like it might be a good idea. We want something a bit tricksy that can get set-up fast, so let's try the "keeping the Corp poor" route."

Fast advance isn't the same as rush. Fast advance just means you score out of hand, but it can take bioroid forever to do this as they sit around waiting for biotic labor and 2 pointers to fall into their hand. A rush deck, OTOH, scores conventionally but is accelerated by fast economy cards, like beanstalks and OAIs.

I like the idea of credit denial. It works really well if they don't have any big moneymakers. But if they get out an early MMC and start clicking, it becomes really hard to catch them.

I built a shaper deck with 2x mediums, 2x vamps, 2x demo runs, all nighters, etc. The idea is to charge up for a wombo combo vamp --> R&D runs. It will instantly win you the game if you get it off, but I was playing around with it in OCTGN and it takes ~13-15 turns to set up with enough creds. This isn't fast enough. Turn 10 is approaching the upper limit for "slow".

But if there's any way it could be made to work consistently I think it would break the game. So I'm kind of glad this deck doesn't work too smoothly.
    • paradoX likes this
Yeah, I tried basically the same build as Sieben. It was certainly awesome when the stars aligned and it worked, but it is waaaay too inconsistent to be competitive.
I'm not sure I like the Crypsis part of the deck. It seems too expensive and even more so when having to look for it by first installing Djinn. Especially in the early game, a "fast" econ Corp like Weyland could be so far ahead by the time you get things up and running it's going to be hard to execute the main idea behind this deck (keeping them poor). Especially with cards like Oversight AI (they don't need money to rez that Archer). On the other hand, you've got some viri to combat that, so......hmmm.....like to hear what people think after playtesting.

Like the article though :)
I've been playing this deck for the last month (alternating between it and a Chaos Theory deck) and it's been doing well. Not unstoppable (sometimes it just flat-out stops itself) but well. I've won games without playing a Vamp or Account Siphon, using Datasuckers and Parasites for ICE destruction and running hard at R&D. I've won more "traditionally," taking my time and running at Remotes. This deck is pretty dependent on draws, so you have to roll with what you get.

The biggest hurdle for this deck is being flexible enough to shift gears when you need to. There is a right and a wrong time to play Account Siphon/Vamp, for example. If you get too focused on "executing the strategy," you may find yourself in a bad position very quickly.
    • Jhaelen, Tacet and Lluluien like this
I'm trying to think about what would be the bare minimum to win the game on a single vamp --> R&D spam play. Obviously 3 mediums will do it. But that takes a long time to setup.

With 1 medium, which is modest OOF (and you can test run it NP), you don't do so well. But if you combine it with 2 demo runs and make a total of 5 runs on R&D, you access 11 cards which averages you 4.4 points. More, actually, since as you score agendas and trash assets, you dig even deeper, but this will only yield you another ~3 cards or so. I.e. you'll get about 5 points if you're lucky.

Now the question is, what can the corp do on their next turn? Unless it's weyland, they can probably only get together 3 bucks. You can probably spend all 4-5 actions next turn running on R&D again and it'll be a win for sure.

If they purge all virus counters, just run again all 4-5 times and get your tokens back.

So I think we can strip down the wombo combo to something more manageable and consistent than 3x mediums... will let you guys know how testing goes.

P.s. in practice I've found that I wait until the corp is scoring points. This way, I vamp him, do my medium runs, and on the *next* turn, if I want, I can just go score on his remote.
Palpster,

Crypsis is actually okay because you aren't going to be breaking that much ice this game. You can afford to have crappy icebreakers since the only ice he'll really rez will be on HQ.

Where your concern has merit though is over Weyland types getting tons and tons of cash. Only Magnum Opus can keep up with them, and even then, it's not pretty. MO seems like an easy splash, but it's easy to not see a card for half your deck even if you include 3 copies. So I think shapers will be able to more consistently pull this strategy off with Test Run and Personal Workshop (allowing them to draw like madmen).

Now the question is, what can the corp do on their next turn? Unless it's weyland, they can probably only get together 3 bucks. You can probably spend all 4-5 actions next turn running on R&D again and it'll be a win for sure.

If they purge all virus counters, just run again all 4-5 times and get your tokens back.


This one of the reasons that Data Raven and/or Snare! and tag punishment is a good addition to any Corp deck. Any Corp deck with PSF scored and Snare! in R&D is a hard-counter to this strategy, and these Medium shenanigans are pretty popular right now.

Palpster,

Crypsis is actually okay because you aren't going to be breaking that much ice this game. You can afford to have crappy icebreakers since the only ice he'll really rez will be on HQ.

Where your concern has merit though is over Weyland types getting tons and tons of cash. Only Magnum Opus can keep up with them, and even then, it's not pretty. MO seems like an easy splash, but it's easy to not see a card for half your deck even if you include 3 copies. So I think shapers will be able to more consistently pull this strategy off with Test Run and Personal Workshop (allowing them to draw like madmen).


Shaper, on the other hand, has to run more ICE when they're actually executing the big-dig R&D turn, because if they used their influence to buy 2-3 copies of Vamp and 2-3 copies of Medium, they don't have a whole lot left for Parasites/Deja Vu/Datasucker, let alone Account Siphon.

Still works, but plays differently.
Here's else something for players that want to give this deck a try to remember:

You can't pay for the Pop-up Window subroutine with Cyberfeeder credits unless you've got a breaker out to do it with, and you'll feel really silly using Crypsis tokens to break a Pop-up Window!
Err... so... I think the article is talking about the strategy where you don't let them rez ANY ice except on HQ and just keep them hyper denied. Unable to pay for snares. In fact, I'd say the parasites/datasuckers are fairly worthless since you're just going to make that 1 run on HQ, and probably win on the next turn.

But yeah if you want to go about doing R&D runs the old fashioned way, then data ravens and snares are helpful.

Err... so... I think the article is talking about the strategy where you don't let them rez ANY ice except on HQ and just keep them hyper denied. Unable to pay for snares. In fact, I'd say the parasites/datasuckers are fairly worthless since you're just going to make that 1 run on HQ, and probably win on the next turn.

But yeah if you want to go about doing R&D runs the old fashioned way, then data ravens and snares are helpful.


That's not realistic though. You're saying you're not going to run anything on R&D, and you don't threaten Archives, so it's going to be hard to keep them broke. The only things they have to rez are on HQ, and after you Vamp/Siphon them, that's where the defenses will go, and they can be rezzed if you aren't keeping them broke with Vamp/Siphon, which is again hard to do if you run nowhere else.

If you use Vamp, you've got to pay for their credits 1-for-1 and still have some left for any ICE that does get rezzed. Pop-up Window can be rezzed for nothing, and if you also have nothing, then Draco stops you for 1 credit. 2-3 credit Draco stops Cyberfeeder+Crypsis too. 5 runs means you had to have the money to put down Medium the previous turn and Vamp them during that turn, which means the difference in money between you two has to be even larger, and the Corp can take 3 bits to rez Chum/Chimera, 1-2 strength Draco, etc.

I don't doubt that this deck works, and I'm impressed with Scud's answer that the way to play it is to vary tempo according to when this doesn't go off without hitches, because that's right. It's almost never going to go off in the spectacular-fireworks sort of way that it's frequently described against a Corp that knows what they're doing.

That's not realistic though. You're saying you're not going to run anything on R&D, and you don't threaten Archives, so it's going to be hard to keep them broke. The only things they have to rez are on HQ, and after you Vamp/Siphon them, that's where the defenses will go, and they can be rezzed if you aren't keeping them broke with Vamp/Siphon, which is again hard to do if you run nowhere else.

It only has to happen once. If you really get unrestricted access to R&D for even a single turn, it basically wins you the game. The turn *AFTER* Vamp, the best most corps can do is click for 3 bucks. Do another round of R&D runs through whatever ice-walls they can rez, and you win the game.

You don't have to keep them consistently broke. Just make them broke once.

If you use Vamp, you've got to pay for their credits 1-for-1 and still have some left for any ICE that does get rezzed. Pop-up Window can be rezzed for nothing, and if you also have nothing, then Draco stops you for 1 credit. 2-3 credit Draco stops Cyberfeeder+Crypsis too. 5 runs means you had to have the money to put down Medium the previous turn and Vamp them during that turn, which means the difference in money between you two has to be even larger, and the Corp can take 3 bits to rez Chum/Chimera, 1-2 strength Draco, etc.

Yes, popup window counters this strategy nicely. So if you're anarchs, the best you can do is stop and install a parasite on it, but then maybe you think the damage is done and they rez a draco. Either way, having tons of money remedies this and the point is to get a lot of *cheap* (read: not necessarily free) runs on R&D.

I don't doubt that this deck works, and I'm impressed with Scud's answer that the way to play it is to vary tempo according to when this doesn't go off without hitches, because that's right. It's almost never going to go off in the spectacular-fireworks sort of way that it's frequently described against a Corp that knows what they're doing.

Well the only thing you mentioned was popup window. That's not exactly a common splash, and it's not like it's difficult to out-eco NBN anyway. So I fail to see how charging up for a vamp and then getting 5+ runs on R&D one turn, and then 5+ runs on the next turn, doesn't just win you the game. Even if they do rez some minor ice on R&D.

The only hitches I can see are against corps that can actually win the game before you go in for the vamp run, which is pretty much just Weyland.

Well the only thing you mentioned was popup window. That's not exactly a common splash, and it's not like it's difficult to out-eco NBN anyway. So I fail to see how charging up for a vamp and then getting 5+ runs on R&D one turn, and then 5+ runs on the next turn, doesn't just win you the game. Even if they do rez some minor ice on R&D.

The only hitches I can see are against corps that can actually win the game before you go in for the vamp run, which is pretty much just Weyland.


How are you going to out-economy any Corp if you aren't making them spend money to rez anything, which means they have money to rez defenses against Vamp/Siphon?

Like I said, I'm not saying this strategy doesn't work, I'm saying when it does work against someone that knows what they're doing, it goes more like this:

- Run R&D early and force a rez there to put pressure on the Corp bank

- Run HQ to try to keep corp too broke to score against you while you build up this rig that needs Crypsis, Mediums, and likely Cyberfeeders, plus enough money to break through HQ, and enough money to vamp if you use that instead of siphon, then maybe have to vamp anyway since you can only take 5 credits with siphon. Nevermind the time it takes to draw those cards.

- Parasite the rezzed ice on R&D, then wait for the corp to spend all their money and have Datasuckers lined up to kill the ICE on R&D

- Take the opportunity to do your 5 runs now on R&D because you realize it's really damn hard to get enough money to do this perfect turn of 5 runs with 3 Mediums against a corp that isn't a goldfish

- Only get 3 runs because the Corp did manage to get an ICE rezzed with the little pile of credits he had left and you ran out of Crypsis tokens

- Don't win the game yet and win later because you put the Corp in a situation that's hard to think their way out of, not because you blew a hole in R&D 15 cards deep in one turn.


This deck is strong, but only if you run it knowing that your games against good opponents will be won by attrition like this, not behind the plume of a mushroom cloud.

How are you going to out-economy any Corp if you aren't making them spend money to rez anything, which means they have money to rez defenses against Vamp/Siphon?

Uhh... with my economic cards? Vamp --> MO...

- Run R&D early and force a rez there to put pressure on the Corp bank

You pretend like it's all a negative for the corp. It's not. There's plenty of ice that hurts you more than it hurts the corp. Hunter/shadow/Katana/etc. Plus the corp gets an investment out and now you have to deal with it, albeit later. There are also tons of corps you can't really deny, like Weyland, who has a bunch of cheap ice like Wall of Ice that he won't blink to rez.

- Parasite the rezzed ice on R&D, then wait for the corp to spend all their money and have Datasuckers lined up to kill the ICE on R&D

You can skip this step if you don't run on R&D trying to get them to spend 3 bucks to rez a wall of static... Seriously. You're including and installing parasite/datasucker just to jip them out of a few bucks, which is actually what parasite and datasucker cost (almost the draw actions alone cost this). Just save the draws/install actions for extra money to vamp them with.

- Take the opportunity to do your 5 runs now on R&D because you realize it's really damn hard to get enough money to do this perfect turn of 5 runs with 3 Mediums against a corp that isn't a goldfish

I'm not advocating 3x mediums. This slows you down way too much.

- Only get 3 runs because the Corp did manage to get an ICE rezzed with the little pile of credits he had left and you ran out of Crypsis tokens

Why would he have have credits left...? Also I don't advocate running crypsis either.

- Don't win the game yet and win later because you put the Corp in a situation that's hard to think their way out of, not because you blew a hole in R&D 15 cards deep in one turn.

Well on the turn you vamp, he has 0 credits. On the turn after you vamp, he has 3 credits. The best he can do for 3 credits is rez a wall of static, which most runners break for 2. So as long as you have 10 bucks left, you can get another 5 runs on R&D.

Alternatively, instead of running *again* on the next turn and letting him rez the WOS, you can just sit still, click MO, and vamp him right before he scores and then do the R&D runs again. None of this involves parasites or datasuckers, since the only ice he'll ever rez will be on HQ, and MO lets you out-eco pretty much anything.

...<lots of stuff>...


I didn't realize you were talking about running essentially an entirely different deck than the one in the article until this post. The end goal may be the same, but looking back at your card list now, if you're talking about using Magnum Opus, rigging with other ICEbreakers instead of Crypsis, having 2 Vamps instead of 3 Vamps + 2 Siphons, etc., it's going to play much differently.

For instance, where you say the best he can do against you is rez Wall of Static, which most Runners break for 2, this deck costs 4 and a Crypsis token to break it instead.

Your Shaper version of this is a very different monster, and I don't have nearly the objection to the automatic assumption that you'll actually have enough money to Vamp the Corp to 0 credits in a Magnum Opus deck. Your version has different vulnerabilities than this one does. That's not intended to be a slight, either. Every deck has vulnerabilities; the Corp deck I developed is probably more vulnerable to your Shaper version of this than to any other Runner deck in the game. But your Shaper version of this plays differently, as I said in a much earlier post.

The point I was trying to make all along is that while this deck that is the topic of the article can win with the R&D bomb, I think it's played more optimally with harrassment from Medium instead of The One Turn To Rule Them All, because I don't think it's a forgone conclusion at all that you will be able to out-run the Corporate economy by 10+ credits, especially when you're using Crypsis as your only breaker, you're not using Magnum Opus, and you're not putting much pressure anywhere else.

This makes it weaker than what you're suggesting with the Shaper version in actually pulling off the one-punch knockout. Where it's stronger is being able to pull off a weaker version of it much, much sooner, because there are far more copies of all the tools to pull this off in this deck, since there are 5 Vamps/Siphons, 5 copies of Medium (counting Djinn), and 5 Copies of Crypsis (counting Djinn), and Crypsis is the only breaker the deck is intending to use.

If you're not intending to make use of the R&D harrassment as early as possible in this deck, you're giving up the advantageous part of what makes it different than yours.
I'm not actually sure if the shaper version will work. It's just what I want to focus on developing because I think the anarch version will fail against MMC.

This makes it weaker than what you're suggesting with the Shaper version in actually pulling off the one-punch knockout. Where it's stronger is being able to pull off a weaker version of it much, much sooner, because there are far more copies of all the tools to pull this off in this deck, since there are 5 Vamps/Siphons, 5 copies of Medium (counting Djinn), and 5 Copies of Crypsis (counting Djinn), and Crypsis is the only breaker the deck is intending to use.

I'm not convinced that the anarch deck is necessarily faster. It all depends on how quickly the corp can build their economy. If they build it fast, then mine might be faster.

It's also ironic that the anarch deck plans to run on HQ (a lot more), and yet uses less robust icebreakers. So like you said it's 4 and an action every time to break wall of ice (ouch!!!)

Anyway, we'll see how early I can get it out. Past iterations take a while to set up, but those included multiple copies of medium. I know from experience that I can rush to a full rig and 20 credits in about 7-8 turns, which is actually faster than anarchs with crypsis and djinn (I just played Noise at a tournament...), so it's not clear that my strategy has to be slower just because it's less aggro on turn 1.
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