This deck attempts to do one thing, and do it really well. What fancy tricks do we have to accomplish this goal? We have Ice that says "End the run" on it, defensive upgrades that say "End the run" on them, and Agendas that score points. This extremely complex plan is to install these defensive cards, and then score these points.
This is the most straightforward Netrunner gets. We have a few tools to help make the plan work, but it's all about putting Agendas on the table, then putting them into your Score Area. The Agendas we've chosen reflect this plan, and help us use our ID as best we can. We score lots of Agendas very fast, which allows us to use our ID to get back more cards, making us even faster. The most common trick is using Seamless Launch to score one of our 4/2 Agendas (4 cost to score, 2 points) off the table without advancing it first. On our first turn we might install Offworld Office behind something as simple as a Palisade, then either play a Hedge Fund or simply click for a credit. If they run our server, we can afford to rez our Palidase, and next turn play Seamless Launch and then advance the Agenda two more times. 4 counters scores it, and triggers our ID, letting us grab that Seamless Launch back ready for another go as soon as the very next turn. If we scored Offworld Office instead of Orbital Superiority then we're on at least 7c, if we scored the Orbital instead but managed to play the Hedge Fund, we're still on 4c. We don't want to go below this number ideally, we always want to be able to score Agendas at a moment's notice. Seamless Launch gives us a nice juicy 1c discount total, as well as saving us clicks, so we can make that above play of scoring from just 3c, but it's always worth keeping your economy up.
This kind of stuff allows us to go super, super fast, though. We can simply outpace the runner. There is a plan B though, and our plan B might be the strongest of the four corp factions. It should be, because we're spending twelve influence on just three copies of Anoetic Void. We do this for two reasons: Firstly, we can afford to play a lot of our own in-faction cards. There's a lot of powerful stuff here, so we don't need to import too many different cards to fill any holes. Our plan is simple and effective; Secondly, Manegarm Skunkworks exists in our faction. These two cards together create an ultra powerful server almost on their own. Once the runner has finished breaking through all of our ice, we can rez both of these cards. The runner will approach our server, and now we get to choose how we want to use our upgrades. Both of them say "when the runner approaches this server" so we can use them in either order. First, we use Manegarm Skunkworks. The runner needs to pay 5c, two clicks, or, if they can't or won't, the run will end. If they do pay for it, we can use Anoetic Void to simply pay 2c and two cards from our hand and end the run. Next click runner, want to try again? This causes the cost for the runner to actually break into our server to skyrocket. Alongside Precision Design's ability to hold six cards in hand, we get to have a nice wide selection of cards to use as fuel, as well as being the only ID that by default can fire it three times in a turn. It's unlikely you'll need to, and that is a huge expense, but the option is there if things end up going a bit sideways.
The rest of the deck is pretty straightforward, really. Our Ice is either cheap to score behind early in Palisade and Whitespace, or expensive for both sides of the table in Bran and Ansel 1.0. The runner can use their clicks to break through these latter two, but combined with another piece of Ice, or with one of our Upgrades, they are still going to struggle. A lone Ansel on R&D or HQ is enough to deter all but the most valuable runs on those servers.
In the spirit of Precision, this deck does one thing. And it does it, really well.