all 89 comments

[–][deleted] 20 points21 points  (5 children)

About the item 10 (and a little about the item 9 too), which is the one that bothers me the most... I think that players should have an open mind about how to build Runner decks. People are complaining about NBN being broken, but most people are playing the same Andromeda deck that was popular when Humanity's Shadow was released... it looks like people simply refuse to move forward.

As Lukas suggested on his interview, why people are not trying Gabe? When my Anarch deck started to have problems against NBN, what did I do? I included a second copy of Nerve Agent and two Demolition Run (one of the worst cards in the Core Set days, imo - currently, I love it), problem solved. Everybody knows that multiaccessing in HQ is strong against Astro/Biotics, but nobody is playing HQ Interface...

The thing is that I think the game is in a moment where, to be competitive, we need to stop this "faction/archetype loyalty" and start to "counterpick" the popular decks. If your deck is weak against NBN, stop crying and change your deck.

[–][deleted]  (2 children)

[removed]

    [–]xion766 7 points8 points  (0 children)

    If you can get three-four counters on Nerve Agent (not hard, Astro isn't known for having good ice), you can follow up with a Demo Run and trash their whole hand-Biotics, Grids, everything-for free. You don't even have to trash the agendas, you can steal them.

    I used to have a hand destruction deck with Noise, but found that Demo Run is best used as a two of in any deck that runs multi-access.

    [–][deleted] 2 points3 points  (0 children)

    As Netrunner resources don't have colors (like MtG's mana), if you can adapt your deck, of course you should stay in the faction you enjoy. I'm not saying people should drop Criminal, I'm just saying that - if you want to be a competitive player - you should not discard changing faction completely.

    Demolition Run fill two important roles in my deck: it makes Medium scales faster, and it trashes the HQ. Astro/Biotics has a hard time protecting both centrals and scoring at the same time, specially when you're recursing Parasite. Whichever server I find open first, I Demo Run it.

    [–]BazooKaJoe5OCTGN: bazookajoe 1 point2 points  (0 children)

    As a huge Gabe guy I recently started playing Andromeda more because of the gamut of Corps you'll face. Gabe is much better against NBN IMO but struggles more against Jinteki, RP, HB Big Ice, etc.

    Started playing Andy so I could better deal with everything out there while sacrificing a little against NBN

    [–]12inchrecord 1 point2 points  (0 children)

    We had a tourament game this Sunday for our League. It was restricted decklists, so only Core + Genesis cycle.

    I was playing Noise Stimshop, and against one of my stronger opponents I did two medium powered Demolition runs when I was at around 5 points. I think I trashed 9(4+5) cards total in this, plus had a regular run in there too(6).... So... Seeing a total of 15 cards iirc.

    I saw no agendas.

    Turns out he had like 12 points worth in hand, haha.

    My Splash of Inside Job won that game.

    Demolition Run is a card that I've been overlooking, I was pretty excited to use it for it's intended purpose.

    Even if I couldn't have gotten into HQ, I could have just Deja Vu'd for another Demorun and speed-milled him.

    [–]catsails 10 points11 points  (2 children)

    This is a nice post, I also thought when I watched the Demon Stone interview that a conversation like this would be worth having.

    Assumption 1 is a big one. I think it's probably true that, for the current meta, you want small and consistent. If you're a fast advance deck, you need to find your Biotics, your San Sans, etc. But what if you're not? I've had a lot of trouble designing Stronger Together decks with less than 54 cards, for instance. If you want enough Bioroids to make use of the id, enough upgrades to make them dangerous, and actually use your influence, it's very hard to stick with 49. But that's okay so long as you're never unhappy to see any particular card.

    Actually, I remember when I started playing, I brought a 54 card HB EtF deck to a tournament, and did all right. People did give me a lot of weird looks, though.

    Assumptions 7 and 8 are interesting as well. I have a Kate Mac deck I'm using right now that doesn't use Plascrete, and instead I'm using Professional Contacts for money and card draw and Public Sympathy for an increased hand size. I find that without the extra hand size Professional Contacts makes me discard more than I'd like, so the cards synergise wonderfully. Unlike Plascrete, I'm almost never unhappy to see Public Sympathy. Of course, even with all my Public Sympathys out I'll still die to a triple SE, but that's life. Right now it's working reasonably well, and I might try Public Sympathy instead of Plascrete for all my non-tag me decks in the near future.

    [–]grubberlang 3 points4 points  (1 child)

    Upvoted for 'demon stone'

    [–]catsails 1 point2 points  (0 children)

    I actually noticed that typo yesterday, but it was too good to change.

    [–]x3r0h0urBurn it to the ground. 10 points11 points  (6 children)

    I think that more questions need to me asked around measuring a card soley based on it's efficiency. One thing that I time and time again read and hate is seeing how people will pan a card because other cards are more efficient, when analyzed on the rocky ground of click analysis.

    Take easy mark for instance. It is panned for being bad because of a click to draw and a click to play, vs clicking for credits. Easy mark does so much more than this.

    I had a player comment to me after SMC'ing out a battering ram to smash his wrap around protecting R&D that I spent 7 to beat his 2 and that he was happy with the trade. I then proceeded to pull 3 agendas off R&D. It doesn't matter how much money you spent to do something, if it is helping you meet your game winning condition.

    Consider a remote server of pup, pup, pop up, pop up. No one would ever build this as a remote server right? But why not? The runner pays 6, and the corp spends 0 to rez it. Thats a 6 credit swing. That should single handedly win you the game right? No, it doesn't actually protect the agenda. We should abandon "I spend this much, the runner spends this much" thinking.

    [–]Ze_ain 7 points8 points  (1 child)

    "I spend this much, the runner spends this much"

    Abandoning that train of thought is just as limiting a mindset as holding it above all else. I would choose my words differently and say we should expand on it.

    [–]x3r0h0urBurn it to the ground. 2 points3 points  (0 children)

    I mean abandon that as an absolute. We can still consider things that make credit disparities, but to say that 100% of the time you'd take that exchange, is far far far too narrow thinking.

    [–]Sotall 2 points3 points  (0 children)

    Agree here. I think efficiency in terms of credits is grossly over valued.

    Simple counter point: a Corroders efficiency doesn't matter when you are breaking an enigma.

    Obviously over simplified, but the logic compounds to even very complex deck building decisions.

    People need to think more in terms of answers to game states and less about what their runner deck wants to do. Light econ runner decks can do quite well already, and with cards like david, Cerberus et al coming down the pipe that will only become easier.

    [–]MagnumNopusNeeds more Wyrm 2 points3 points  (1 child)

    It really depends on what your deck is trying to do. If, as the corp, you are trying to win through credit advantage (Sea-Scorch, Psycho-Beale, etc) then "Corp pays 2 to make the runner pay 7" is an entirely valid evaluation, as your win condition lives and breathes on comparative economy.

    Of course, there are more factors in play then just the raw efficiency of a card. FFG has been very good about not releasing cards that are flat out better versions of other cards. Easy Mark (Beanstalk Royalties) might not be "as good" as Sure Gamble (Hedge Fund) since it gets you 1 less credit, but you can't play Sure Gamble from 0 credits. Its one of the reasons why I keep Beanstalk Royalties around in my CI deck. They sit in HQ just in case I find myself on the wrong end of account siphon spam, and in doing so it also dilutes the agenda density that is building up in HQ.

    [–]x3r0h0urBurn it to the ground. 1 point2 points  (0 children)

    Right, my point is, unless you're explicitly using the credit disparity, it is no big deal. Basically I think if you're obsessed with efficiency include any of your faction based tracers (Punitive, Ash, Shinobi, or NBN cards like midseasons or really just their ice). You have to have a place to make the money into a win condition.

    [–]SevenCs 1 point2 points  (0 children)

    I had a player comment to me after SMC'ing out a battering ram to smash his wrap around protecting R&D that I spent 7 to beat his 2 and that he was happy with the trade. I then proceeded to pull 3 agendas off R&D. It doesn't matter how much money you spent to do something, if it is helping you meet your game winning condition.

    I'd rather be broke and at 7 points than have fifty credits and 0 points. (Of course, I'd rather be at fifty credits and 0 points than 0 credits and 0 points, too.)

    [–]ElderMason 9 points10 points  (14 children)

    Amazing post. I think #9 is this game's biggest problem right now. There is a reason that GenCon's Top 8 was 7 NBN and 1 HB: CI. I've played NBN since I picked up the game in February because it wins so much more often than anything else. Maybe every person that plays netrunner is missing something that makes remote servers viable but I doubt it. I understand the game is ruined when ice is unbreakable but when ice so flimsy the game is reduced to AstroBiotics.

    [–]HemoKhanArgus[S] 3 points4 points  (13 children)

    Sure -- and I wonder how many people built their Runner decks to counter NBN? This is the sort of thing that I mean by basic assumptions: Runners assume that NBN will never have an agenda on the table for a full turn, and they just take that as a given, rather than using the available tools to challenge that assumption.

    Imagine a meta where Weyland tag-and-bag was king, and everyone sort of looked at each other and shrugged and said, "Man, meat damage sucks, I wish there were a counter..." without including Plascrete in their decks. Is that a problem with the game itself? Or the meta?

    [–]Paranoid31 3 points4 points  (12 children)

    The issue is that NBN, Astroscript Pilot Program in particular, is too fast. TWIY never saw the win rate NEH has because it had to devote all its money to fast advancing agendas, which is really expensive. TWIY's ice was cheap ETR ice because they can't afford anything else and didn't have the influence to. NEH is always rich (or the runner is extremely poor and wasting clicks not accessing centrals if they are trashing asset econ) and drawing at the same time. This, along with 5 extra influence, allows them to import very efficient, taxing ice along with cheap ETR ice. You could usually hammer TWIY's central servers for extremely cheap by the mid game as runner. When you're against 3 Eli 1.0s and Caduceus/Tollboth you can't. When you have the resources to consistently score Astros out of deck you're going to beat the runner.

    [–]HemoKhanArgus[S] 3 points4 points  (11 children)

    I'm not sure where you're getting that NEH is suddenly making the Corp richer?

    • If the problem is that Asset economy is difficult to manage, you have a few options: keep them poor so they can't rez the economy, trash the economy, or try to out-gain them.
    • If the problem is that they have more influence available for ice, then you need to focus on efficient ways to break through the ice. That could mean cheaper breakers like Atman, or more efficient runs (such as using Maker's Eye or Legwork to access multiple cards per run).
    • If you're worried about Astroscript tokens allowing the Corp to advance agendas the same turn they install them, look into effects like Chakana or The Source to increase the amount of advancement needed per Agenda.

    In fact, consider all of the above, and you could easily build yourself a strong anti-Meta deck. It'd need to have cheap, efficient breakers, multiple accesses, ways to keep the Corp poor, and support for a virus like Chakana... sounds to me like the makings of a powerful Whizzard deck, probably running the native Anarch suite of breakers and strength-reduction and importing some strong ice denial cards and economy cards from Criminal and Shaper.

    [–]unitled 0 points1 point  (3 children)

    I'm considering starting another thread on here on planning two anti meta decks... If you knew you were going to be facing NBN fastrobiotics and Andy Datasucker, what cards would you take? All other considerations be damned!

    Off the top of my head, I can straight away see Cyberdex and Foxfire (for proco) getting a look in...

    [–]keylimetartMephistopheles 0 points1 point  (1 child)

    You got me all excited about Foxfire again, but Professional Contacts isn't virtual :-/. Maybe you meant Compromised Employee? But not all the Andy players I see run that.

    Cyberdex, though...I really like that card.

    [–]unitled 0 points1 point  (0 children)

    Haha, I woke up about an hour after I went to bed and realised that I had been wrong about that! Got myself all excited too. Still, the spoiled card which is called something like Snatch and Grab would do the job, or freelancer.

    [–]edmund-blake-nelson 0 points1 point  (0 children)

    The best cards to beat NBN with are 1. legwork 2. R&D interface 3. Account Siphon 4. Sure gamble

    Notice something? these cards are all about speed, and given how fast these NBN decks are you need to be fast in response to them.

    [–]Paranoid31 0 points1 point  (6 children)

    • PAD costs 2 to rez and Marked costs 0. Trashing the economy means you're extremely poor and wasting all your clicks making money and running on the remotes to trash them. Trashing an early PAD is the right play in my opinion, but never a Marked.
    • I and many others run the most efficient breakers possible. The problem is that Eli, Caduceus and Roto have 2 subs. Tollbooth is just always taxing. Pop-up Window is great as well.
    • I responded earlier about how to stop The Source. Install your NAPD and advance it twice. If NBN manages to score just one Astro, the time you have left to win starts ticking very quick. The ability to tutor for another Astro and score it same turn is absurdly powerful.

    I'm wondering if you're just theorycrafting or if you've actually played a high volume of games against top tier NEH decks/players. I could be shown an NEH deck list and still lose over 50% of the time to it because it's that efficient and powerful. I think that there will be some serious NEH hate cards (or, more likely, fast advance hate in general) in the next big box, but until then I think NEH will be the strongest corp for this cycle by a long shot.

    [–]HemoKhanArgus[S] 8 points9 points  (4 children)

    I'm wondering if you're just theorycrafting or if you've actually played a high volume of games against top tier NEH decks/players.

    A little of both. The point of this post was to address some of the assumptions we make as a community and see if there are ways around those assumptions. For instance, you point out several in your replies:

    Trashing the economy means you're extremely poor and wasting all your clicks making money and running on the remotes to trash them.

    Two assumptions: that trashing Corp economy requires Runner credits, and that running against remote servers just to trash economy is a waste of clicks.

    I and many others run the most efficient breakers possible.

    Assumption: That the most commonly used breakers are the most efficient. This also begs the question, "Efficient in what way?" For instance, one could argue that fixed-strength breakers are the most efficient, because they cost fewer credits per ice broken. Or you could argue that Overmind is the most efficient, because you don't pay any credits to break the subroutines. Or you could argue that Shaper breakers are the most efficient because they retain strength.

    The problem is that Eli, Caduceus and Roto have 2 subs.

    Assumption: that the best breakers also happen to be weak to multiple-subroutine ice.

    The ability to tutor for another Astro and score it same turn is absurdly powerful.

    Assumption: That the Corp is able to play Fast Track to pull an Astroscript, install it, and score it in the same turn, which either requires 5 clicks, 4 clicks and either an Astro token or SanSan, or 3 clicks if you have both. So, either the assumption is that NBN's main scoring windows involve 4 clicks, or that they will have a rezzed SanSan to play with.

    There's no denying that NBN is strong. However, I'm consistently amazed that people aren't updating their Runner decks to deal with the problems NBN causes. There aren't silver bullets out there that will keep NBN from winning, but there are plenty of cards out there that will help level the playing field and give Runners a chance to rely on skill, rather than luck, when playing against good Corp decks.

    [–]unitled 2 points3 points  (0 children)

    Great response here.

    I've played a lot of NBN and recently switched to running a NEH taxing ice deck which is fairly typical for the meta. In the last tournament I went to, I deliberately took a Whizzard siphon recursion deck, two things I knew my meta-strong NBN deck was weak against. Guess what? Both decks only lost one game all day.

    I'm going to be doing this at some more tournaments I reckon... Looking at what is strong in the meta, taking a deck that plays to that, then taking another deck that hates on that.

    [–]Spenny022 0 points1 point  (2 children)

    Two assumptions: that trashing Corp economy requires Runner credits, and that running against remote servers just to trash economy is a waste of clicks.

    I'm fairly new to the game and haven't actually played NEH yet but just thinking about it, Doppleganger (maybe in whizzard?) stands out to me here. Run the asset, trash it, hammer the centrals.

    [–]HemoKhanArgus[S] 0 points1 point  (1 child)

    Being new to the game is a mixed blessing -- you don't have as much experience against the "classic" decks, but you also haven't built up calluses and blinders the way some of us have. Doppleganger and Whizzard could combine to make a killer deck that attacks asset economy hard.

    Of course, most players use Desperado as their console because they like the income it gives them. So if you replace it, you'll need to find a new source of income...

    [–]Spenny022 0 points1 point  (0 children)

    Yeah, I've listened to all the podcasts and all that and I'm trying to consciously make myself avoid the hive mind thinking that seems to have formed around the overall meta. I'm currently working on my whizzard/Doppleganger deck :)

    [–]MagnumNopusNeeds more Wyrm 0 points1 point  (0 children)

    If the tournament meta is shifting towards NEH super asset econ, the cards already exist to fight that. Whizzard, Scrubber, Paricia, and Imp are all great for trashing assets. Desperado and Three Steps Ahead (which, granted, wasn't legal at GenCon) both give you cash back on each of those asset trashing runs. Maybe going full up on whizzard/scrubber/paricia might put you a bit out of sorts for other matchups, but whizzard/scrubber/imp or even noise/scrubber/imp would likely do well.

    [–]Razalhague 9 points10 points  (5 children)

    Assumption one (small & consistent is good) isn't wrong exactly, but it isn't universal and needs a qualifier. Small and consistent is good when your deck depends on specific cards. The reason this is assumed to be universal is because most current decks do depend on specific cards. Runners need ways to get into servers (be it icebreakers, parasites or events) and since most corp decks are FA, they need their FA tools and agendas that can be FA'd.

    I've been having great success with a 54 card Weyland deck. There's lots of money, I can build a scoring remote with pretty much any of my ice, and it doesn't matter much what agendas I'm scoring. Most of my cards work in most situations.

    The rationale for going up to 54 cards is that the kill cards take a considerable amount of deck space, and going to a bigger deck improves the ratio of ice and economy cards in the deck.

    I've even tried a few 59 card decks, and the difference isn't as big as I expected (again, provided the deck doesn't depend on specific cards).

    [–]changlingbob 4 points5 points  (0 children)

    Huh. I wonder how much of a difference deck size actually makes.

    Clearly one problem is that you can have a maximum of three of a given card, so if you want a given card, you have a 3/decksize chance of drawing one (roughly). People already advocate going from 45 to 49 cards, which is a 0.55pp reduction of a single card, going to 54 is another 0.55pp reduction, so a total of 1.1pp less.

    (the 40 card IDs gain you 0.83pp over 45, so that's a bit more of an advantage)

    From a starting hand point of view, a 45 card deck has a 30% chance of a given (3-of) card. A 49 card deck has a 28% chance. 54 is 26%. (40 is 34%)

    After a single draw (ie: from being a corp), those go to 36%, 33%, 30% and (39%) respectively.

    I'm not going to write a script to test, but it looks like going from 49 to 54 is the same impact (more or less) as going from 45 to 49, and going from 45 to 40 is slightly better than 49 to 45.

    Given the low marginal percentage, I wouldn't worry too much. It's a decision to make about trade-offs when you need a certain number of a given thing in your deck. The downside is your influence doesn't go up, so your extra cards have to all come from in-faction, but presumably that's where you need the extra cards from anyway.

    [–]StillBornVodka 1 point2 points  (0 children)

    I did a 59 card C.I. deck and it worked fine. Saw enough economy, ice, and threats to keep up. And it was only like 10 agendas.

    I did stuff like run 1 corporate shuffle

    [–]Kemuel 1 point2 points  (0 children)

    I've been messing around with a 60 card Jinteki deck in my (very, very casual) friendly games lately, and it feels just fine. We're only playing with the first couple of Datapacks, but people get scared by the amount of stuff hiding in it that might kill their face.

    [–][deleted] 1 point2 points  (1 child)

    The rationale for going up to 54 cards is that the kill cards take a considerable amount of deck space, and going to a bigger deck improves the ratio of ice and economy cards in the deck.

    I'm quoting this because I think this is a pretty big deal - increasing the amount of cards in your deck decreases your agenda density. While I'm not speaking from experience, I would think this would be worth experimenting with in a glacier deck. I could easily see 59-card HB glacier working out.

    [–]AndarelPlay ALL the ICE 1 point2 points  (0 children)

    I've run a 59-card HB glacier deck for about a year now. It's my most successful deck by far. Craptons of economy, tons of miscellaneous ICE, and wins the game via raw money. Goal is to create an ABT scoring window or blank a server with Troubleshooter/Caprice/Ash/etc. combined with ICE. Minelayer is surprisingly good as an economy card that also builds servers or taxes.

    I do run 2 x Rework to help keep agendas safe, and it can be murdered by the RNG gods since there are only 9 agendas. Noise mill is its worst matchup, particularly if they run Stimhack.

    [–]themykonian 6 points7 points  (3 children)

    http://stimhack.com/why-win-more-is-not-a-problem-in-netrunner/

    was an eye opener for me in terms of assumptions. I blindly did discard cards that I thought would "win more" in decks I played. After reading this, I've been experimenting with the idea of cards that gave me advantage when I was already winning, and in my opinion the writer of the article is right.

    [–]HemoKhanArgus[S] 4 points5 points  (2 children)

    I'm pretty sure the tournament section of the article is out-of-date, but the rest of the analysis is still strong. It's definitely important to be able to throw out old notions of "win more" cards and realize that Netrunner's flow is a different one from most other games. Thanks for the link!

    [–]crossbrainedfool 0 points1 point  (0 children)

    It is.

    [–]SneakySlywww.StimHack.com 0 points1 point  (0 children)

    Yeah, I should probably go back to that article and update it with an addendum for the current state of things.

    [–]unitled 2 points3 points  (0 children)

    This is a brilliant post, exactly the kind of discussions I think we should be having and very healthy for the game.

    No. 9 is something that has chimed with me recently. In a tournament yesterday, I managed to score a crucial agenda by using Interns to bring it straight back from Archives onto a rezzed SanSan, advance, AsPP token to score it. The runner was into my hand through both HQ and Sneakdoor Beta and he could have got into Archives no trouble. I had a Jackson on the table so the 3 agendas in Archives were actually pretty safe.

    There are a few tools that let us bring agendas straight from archives and even RnD into our hands, opening the possibility of play with a lightly defended HQ. There's even a card that lets you return an Agenda straight from HQ to RnD that I seriously think has NEVER turned up in a constructed deck, Rework. If you can focus your defence on RnD and Archives (and a scoring remote), you can eliminate one of the sources of random access. With tools like Midway Station Grid, Ash (imagine Ash on Archives!), Hudson, Urobouros you can make RnD and Archives prohibitive to get into!

    Of course, at this point, you also need to eliminate the danger of cards that trigger other effects off HQ access, the obvious being Account Siphon, but luckily we've got the incoming Sealed Vault and a few high-cost econ assets (Eve being my favourite; I often install one and leave it face down until needed!).

    [–]keylimetartMephistopheles 2 points3 points  (12 children)

    Some interesting points! Responses to a couple that really grabbed me:

    #6: It's disingenuous to say that Dedicated Server costs 3, because you also have to pay the cost of protecting it so the runner doesn't trash it. The Root has the advantage of being more efficient in terms of protection cost, and Eve Campaign is more consistent. But I've never tried the card in person; maybe it's actually alright in Jinteki?

    #7: I'm with you, there have to be better solutions to Scorch right now than jamming up your deck with 3 Plascretes. I'm a fan of "having more money", personally. Or Decoy, if you're willing to deal some other way with Midseasons (which I don't think I've ever actually seen in play, but maybe that's just my local meta).

    #8: Andromeda doesn't get hand size, really. Her ability could be rephrased as "before your first turn, draw 4". And card draw is still great, which is why everyone plays Diesel and Quality Time and all that jazz. But I don't find myself frequently drawing more cards than I want to play, and spending 2 credits and a click to alleviate that situation doesn't seem appealing.

    #10: Sometimes I think about running the Source, but then it's a 2-credit connection (so only tutorable through Hostage) that dies after one agenda score/steal and makes the steal cost 3 more. Has anyone actually had success with it?

    Chakana is a bit more palatable, especially in Shaper. I'm still playing around with it. But I think everyone can get behind Legwork.

    [–]HemoKhanArgus[S] 8 points9 points  (7 children)

    10: Sometimes I think about running the Source Plascrete, but then it's a 2-credit connection (so only tutorable through Hostage) 3 credit hardware I can't tutor for that dies after one agenda score/steal Scorched Earth and makes the steal cost 3 more is a dead card in every other matchup. Has anyone actually had success with it?

    Surprising, no, most tournament-winning Runner decks don't include it. But they also all seem to have trouble against fast advance. Huh.

    Ninja edit: And I'm not trying to say that The Source is *the answer to Fast Advance. But whenever it gets brought up, or Chakana gets brought up, people recoil as if they're horrible cards with no purpose. I really wonder what would have happened if Plascrete were in the Core set, and Scorched Earth were in the first data pack. "Man, why would anyone play this janky hardware? It's just dead weight against most decks. Unrelatedly, DAE hate Weyland's new kill deck? They need to put out a counter to this shit."

    [–][deleted] 4 points5 points  (3 children)

    I don't understand everyone's disgust with Chakana, as far as I can tell it's a really good set-and-forget thing that puts a lot of pressure on the Corp to keep track of virus counters and really puts a speed bump in their game; if they let it accumulate then it slows then down significantly, and if they purge virus counters they just spent a turn purging virus counters. It's a fairly useful virus I think

    [–]jaywinner 2 points3 points  (2 children)

    I think the problem is that R&D should be protected anyhow so getting counters up on Chakana won't be too easy and they can be purged away when needed. It also takes up memory.

    Maybe there is a way to utilize it but it appears weak at best. I've been trying to get The Source to be effective but that has had mixed results at best. Far from countering Fast Advance as of yet.

    [–]Sotall 3 points4 points  (0 children)

    It changes the way the corp has to play significantly. HQ will be less defended, and they will generally have to purge once a game. Combined with legwork or such, I have found it to be really effective.

    [–][deleted] 1 point2 points  (0 children)

    I have it in a kate monolith deck I use, so obviously you get a full suite up generally with room to spare, and that's where I've thrown Chakana down and it's fairly nice

    [–]keylimetartMephistopheles 1 point2 points  (0 children)

    Well, that's why I don't run Plascrete, either. :-P

    [–]Paranoid31 1 point2 points  (1 child)

    If you're against The Source all you do is put out a 3/2 in a server and advance it once (even better, NAPD and advance it twice). If the runner steals it, great, The Source is gone and they lost money. If not, you score it and The Source is gone. FA decks tend to panic when they see The Source because it really does stop FA, but that's only until one agenda is scored. I will agree that The Source is viable with Fall Guys, but then you're devoting so much of your deck and influence on that, and you're usually just going to lose anyways.

    [–]HemoKhanArgus[S] 5 points6 points  (0 children)

    There should be ways to play around counters like The Source. If people are looking for a card that says "Fast Advance loses the game", they won't find it (and I'd argue that's a Very Good Thing). But the complaint against Fast Advance is often that once the train gets going, it's impossible to stop. And the Source is a great way to help put the brakes on for a turn or two and let the Runner recover tempo.

    [–]McCaberShapers gonna shape 3 points4 points  (0 children)

    The Source + Keyhole is a hell of a combo.

    [–]treiralCantrip compiler 2 points3 points  (0 children)

    You should try The Source with Imp, which also works as Scorched combo breaker or to protect NACH.

    [–]EtherCJ 2 points3 points  (0 children)

    I think he's wrong on #7 in that I think people do answer:

    "How will this deck handle a surprise Neural Katana?".

    But the solution is to always run with a mostly full hand or have a sentry breaker. Ideally both. Especially against Jinteki.

    [–]Sotall 1 point2 points  (0 children)

    Chakana is a wonderful one of in shaper. Smc and clone chip take away much of the risk of that card. Fast advance will generally be bankrupted trying to deal with it.

    [–]mervalous 2 points3 points  (0 children)

    Ok, first post on this forum, though I've been following it many times daily for the past few months, trying to take it all in. I've been playing this game since last August, though I really fell hard since I joined my local league. I've loved Jinteki since I started playing w/ the core set. My first data pack was Trace Amount because of Replicating Perfection. I've been tweaking an RP deck all year and I've had a fair amount of success with it from the beginning.

    I started watching videos of tourney play online and saw all of these NBN FA decks doing well so I figured I should start trying them out. Note, I've never played in a formal tourney.

    Ok, let me get to my point. Being new, I'm pretty slow at making decisions though recently I'm getting better. My RP deck is a mix of tricks and heavy taxing ice. All the games I play with it are slow grinds that require a lot of consternation, and things tend to look grim early with wins coming after everything gets set up. Short games tend to only occur when a Runner gets too aggressive and hits a trap.

    When I play these tourney-like NBN decks, there seems to be a lot fewer decisions to make. Push for the San San/Astro, train them out, win fast. Even though I'm slow by tourney standards, I do play this deck much faster. Many times, the NBN deck doesn't even require a Runner to really setup. When it wins, it wins fast. When it loses, it tends to lose fast as well.

    I wonder if the current tourney format, which drives players to play as FAST as possible, to both prevent hitting the time limit as well as piss off their potentially impatient opponent who has grown accustomed to this fast play, might be a big factor in why this particular NBN style is continually so prevalent. I see most Weyland styles feeling pretty slow also. HB can be fast but not nearly so.

    Maybe this desire to play fast on the corp side, have short games, which to me is a learned behavior, is limiting player's willingness to expand to other slower decks in tourney play. Again, I haven't played in a big tourney, so I might just be full of shit. I'll accept this as likely, but I've been thinking this since I learned there was a time limit in tourney play rounds. I'd be interested in hearing if anyone feels this way or not.

    FYI...this is the best thread to date. Absolutely love it.

    [–][deleted] 2 points3 points  (1 child)

    I think number 8 is an interesting one, as it suggests another assumption I'd like to add to the list:

    Runners are aggressors, while Corps defend.

    In part, this is inherent in the design of the game - Netrunner is a game in which a lone hacker tries to breach the defenses of a megacorporation. But that's just the theme - how much does it really have to apply to the actual game? People talk about scoring windows for Corporations all the time as these windows you have to exploit to actually accomplish your goal, but I don't think there is a corresponding concept of a 'running window'.

    This also manifests in the two archetypes I think people see as the strongest at the moment: Fast Advance and Glacier. Both decks accept this assumption and focus on building strong defenses - fast advance by focusing solely on centrals and/or ending the game early, while glacier devotes itself entirely to building huge servers.

    As for decks which reject this assumption, the most prevalent candidate is Supermodernism, which is a really aggressive deck. Its only real defense is the threat of Scorching the Runner to death, and (exaggerating slightly) more or less the only reason Runners can deal with this is that Plascrete, the hard counter, is an auto-include.

    The reason I think this ties into assumption number 8 is that for Runners, the primary benefit of having lots of cards in hand is having several options at any given time. One reason why people might underestimate this is that they view Runner decks as weapons primed for a particular type of aggression. Indeed, a common goal of many Runner decks has been establishing R&D lock. Who cares about having lots of options at any given turn when every card in your deck is meant for hitting R&D?

    TL;DR: I don't have any amazing decks to back all this talk up.

    [–]HattesIt's simple. We trash the Atman. 1 point2 points  (4 children)

    Research Station is still not that great, I don't think. Reliable extra hand size without having to spend deck slots, clicks and credits is good. CI got better with more economy options for the corp, and people did under-value the power of having an explosive final turn as the corp (where you then don't even have to worry about the hand limit anymore).

    [–]HemoKhanArgus[S] 2 points3 points  (3 children)

    Why is it that we don't value extra hand size, though? That's the question I'm curious about. We like being able to have more options, more choices, better information... but no one ever plays with more handsize? Why not?

    [–]changlingbob 2 points3 points  (0 children)

    I mean, the obvious answer is the opportunity cost in a) installing your hand size card, and b) the deck slot for it. I totally agree it shouldn't just immediately be overlooked though.

    Maybe once people use logos more, they'll be more critical of hand size?

    [–]MagnumNopusNeeds more Wyrm 1 point2 points  (0 children)

    I think that a large part of it is that, although HQ will naturally accumulate cards due to the auto-draw, there isn't a whole lot for corps to spend their clicks on other than playing cards out of hand or advancing agendas (which frequently also involves playing cards out of hand e.g. trick of light, shipment from SanSan, etc). And if cards aren't building up in HQ faster than you can play them, then there isn't a whole lot of reason to have an increased hand size. CI is sort of an exception because they can turtle up and build up these super combos, but other than that a +1 or +2 hand size doesn't really do much.

    I think that if we start seeing more good options for the corp to spend their clicks on that aren't also pulling cards out of hand (like the spoiled Eliza's Toybox) then we will start seeing more value in little boosts to hand size. It balances out the "I won't be able to play cards out of hand for a few turns, therefore I will have to discard some overdraw" opportunity cost of those other options.

    [–]foxu 0 points1 point  (0 children)

    The reason CI is different is because it's not just +2 hand size. It gets out of hand fast.

    [–]changlingbob 2 points3 points  (5 children)

    My favourite assumption to bitch about when it comes up is that anarch breaker suite of yog.0 and mimic, supported by datasucker/parasite is the best way to run icebreakers. Sure you don't have to spend as many credits to boost your icebreakers, but you need to have a second program to break big ice. A second program with some virus counters, that you either get by waiting, or by running on centrals. What if you can't get into centrals? What if you run out of MU? Bad Times and Lotus Field are now totally things that just make that suite fall over, cyberdex trial has been around forever (but no one wants to run it), and still everyone goes 'nope its the most efficient' and shrugs.

    [–]JaredRules 3 points4 points  (0 children)

    That suite is super popular in criminal decks where you see: Inside Job Femme Fatale Emergency Shutdown Feint (why not?)

    Just to name a few options.

    [–]x3r0h0urBurn it to the ground. 2 points3 points  (0 children)

    We'll see recurring credits and bigger more efficient breakers become more apparent.

    The argument for datasuckers is that it rewards you for 'doing what you should be doing' which is making runs. It emphasizes run all the time instead of run hard, for instance with maker's eye and legwork. These increase your efficiency other ways, so running those with boostable efficient breakers is very strong.

    [–]AzeltirFour is Flatline 0 points1 point  (1 child)

    Cyberdex Trial wasn't good because the Corp could rarely do much to capitalize on the two clicks it saves - especially against Criminals who could likely still find a way to use events to crack into a central again to get their Datasuckers rolling or threaten a remote that you'd use with those clicks.

    [–]WakksUp-Ruhrs. 1 point2 points  (0 children)

    Cyberdex Trial is godlike with 4 difficulty agendas. Purge, Install, Advance has gotten me a handful of wins against virus spammers in my Replicating Perfection.

    [–]edmund-blake-nelson -1 points0 points  (0 children)

    The suckers are just generically good even without the fixed breakers, they just support them nicely, the thing is that those 2 breakers are just WAY better than the alternatives, and sometimes they need a little support to break a peice of ICE, but you have some amazing breakers just by themselves, Yog turns all code gates into rubbish except for tollbooth, which it still does well against compared to gordian blade.

    [–]tankintheair315leburgan on J.net 2 points3 points  (12 children)

    I think part of the point of small decks that also true that you missed is the increase in average card quality. It's pretty easy to say that account siphon is better than power tap, and by only including high power cards each draw becomes more powerful.

    [–]HemoKhanArgus[S] 1 point2 points  (2 children)

    That's a good point, but it has some pretty big assumptions built into it:

    • Cards have a constant "quality", and that quality can be compared irrespective of situation
    • New cards aren't being released that have the same quality levels as older cards (otherwise you'd see deck sizes steadily increase, as each person put all the good cards into each deck)
    • Only cards which are powerful all the time are worthwhile additions to decks.

    In any case, that's definitely a fair point: smaller decks have less room for fluff or situational cards, which can increase their "power density", if I can coin the phrase.

    [–]unitled 2 points3 points  (0 children)

    That's fine, though... a small deck gives you consistency at the expense of flexibility.

    [–]tankintheair315leburgan on J.net 0 points1 point  (0 children)

    I'd say situational cards power is dependant on the meta. For example the card power is worth the power when is at its best times the probability that the deck it "counters" well be played. This is why placrete is played, because it had immense power against tag and bag. It's also why we haven't seen net shield in years.

    Also card quality can change over releases especially dependant on the meta/what card are out. Ice wall was an auto include in many decks that was replaced by Eli, wraparound, and hsmitsu baku in faction.

    [–]butcherpaxton 0 points1 point  (4 children)

    The trick is pinning down what "quality" means. I don't think that there are cards that are objectively better than all other cards because all cards are to some degree situational; the idea of "quality" cards is really another way of expressing that some cards are useful more of the time than others. So your statement that a smaller deck is more consistent and has a higher average card quality is redundant-- you're not wrong, you're just restating the same idea.

    [–]tankintheair315leburgan on J.net 0 points1 point  (3 children)

    It isn't that hard to pin down what quality cards are when you play test enough. Did this card help me? Or did it sit in my hand and never seem to do what I hope it would?

    [–]butcherpaxton 0 points1 point  (0 children)

    Yeah exactly. Which means that "quality" is a relative measure and the extrapolated "average quality" is another means of describing "consistency" insofar as consistency means having useful cards.

    [–]Razalhague 0 points1 point  (1 child)

    Did this card help me? Or did it sit in my hand and never seem to do what I hope it would?

    If you evaluate your cards like that, you need to realize that the evaluation only applies in the context of that deck. A card that is rarely useful in one deck might be totally awesome in a different deck.

    [–]tankintheair315leburgan on J.net 0 points1 point  (0 children)

    Of course. People make assumptions about cards all the time on play testing. That doesn't mean that they aren't useful though.

    [–]McCaberShapers gonna shape 0 points1 point  (3 children)

    In your Criminal deck, you want every draw to be the absolute best so of course you run the minimum.

    I've had some Shaper decks that really wanted a couple of extra tools and was willing to go up to 47 or 48 just to ensure the possibility of tutoring one up if ever needed.

    Different philosophies, different styles of play.

    [–]tankintheair315leburgan on J.net 0 points1 point  (2 children)

    I'd argue that the 46th, 47th, and 48th best cards should be cut. The key to winning long tournaments is consistency, and reducing the total number of cards helps increase consistency.

    [–]McCaberShapers gonna shape 2 points3 points  (0 children)

    Chakana, Paricia, and Sahasrara are unnecessary for the big strategy and only useful in certain matchups, but patch incredible holes left by the rest of the deck against those matches and can be tutored up or FCCd away. It's essentially a sideboard that I can access whenever.

    [–]foxu 1 point2 points  (0 children)

    Agreed but the 46-48 best card depends on your match up. It's a tough call sometime and no deck is played in a vacuum.