Green Cards

Apreche 77

This is the Shaper deck I've been playing and evolving on pretty much as long as I've been playing seriously. The basic strategy is to get Datasucker and Kati early, and fill them up. Winning percentage goes way way up when that happens.

In this deck somewhere is a solution to just about any corp you will come across. In a game where the opponent has a lot of naked remotes, I'll usually get Imp and recurse it repeatedly. Against a Jinteki kill deck, I recurse Deus X repeatedly. Against a Blue Sun that Oversights a Curtain Wall, I get D4v1d right away.

Other than that, it's just basic Netrunner. Extend the early game as much as possible. Get early accesses, and make them count with Imp, Datasucker, and Interface. Don't run last click. Clear tags. Try to use Kate's ability every single turn, especially the opponent's turn when possible. Make the corp rez ICE to keep their econ down, and so you know what tools you need.

Kati is the only source of continuing income, so forgetting her on a turn is rough. Corps are frequently surprised as to just how many credits she can turn out. Somehow it's always just enough to get the job done.

Clicks not spent running or on Kati should be spent drawing. The only time I click for credits is if I have a hand of exactly the cards I need, and I just can't afford to use them. I lose games because I can't get the card I need to win, so drawing is the same as not losing. I almost never lose a game where the corp gives me a lot of free draws off Astrolabe.

Reading the opponent is huge in Netrunner in general, but even more with this deck. If you guess wrong and waste resources on the wrong card, that will be a huge setback. With only Kati and no Desperado, you need to get the most out of every last credit. Something like installing a D4v1d you never use is going to hurt.

Notes on specific cards:

I'm debating whether or not to replace Crescentus with Stimhack. It would be nice to derez some expensive ICE, like Sharpshooter on Archer, but that requires two tutors. I'm not going to use a Test Run AND and SMC to get the Sharpshooter AND the Crescentus. Crescentus in general is rarely worth spending a tutor on when I might need that tutor later. In the past, I have often used Stimhack to get into remotes when the corp thinks they have a scoring window.

Imp is crazy strong. In just about every game, I'm going to try to bring it to bear as much as possible. Obviously you use it to trash cards like SanSan. Also, if I'm about to access HQ a bunch, I'll always get Imp if possible. Hitting cards like Biotic Labor, Scorched Earth, Midseasons, etc. has resulted in many wins. I even won thanks to Imping a Power Shutdown in an Accelerated Diagnostics combo deck. It's also useful for the last turn of the game running R&D. Imp a card and you might get another run to see another card.

I'd really like to have Inti to deal with tiny barriers like Wraparound, but these days it's mostly Eli, soI have to pay the price of Lady or D4v1d to beat Wraparound. Or just install Lady and Parasite the Wraparound to save the tokens.

Leprechaun is really the king of solving MU problems. Once he's out (for 1 credit) all MU problems are solved, especially if Astrolabe is also already out.

It's annoying only having one Parasite after playing with three for so long. But thanks to the demise of Indexing, Parasiting every ICE off of R&D is not as important anymore. Still once that single Parasite is in the heap, it is very easy to go on a rampage of ICE destruction. If it's a slow corp, you should be able to clear of R&D or HQ and go to town with Imp/Interfaces.

If you think the opponent is playing Architect, Caduceus, Katana, Ichi 1.0, etc. get the Mimic before running. Preventing those powerful subroutines from firing is very important.

2 comments
19 Jan 2015 dtelad11

What do you think about squeezing Yog.0 in there?

D4v1d is because of the prevalence of Blue Sun around here? :-)

19 Jan 2015 Apreche

I've tried Yog.0 before. It was good when I got it installed, but 5 is too expensive most of the time, especially just to get through a turn 1 Enigma or Quandary.

I also used to use Cyber Cypher. That was really effective against Lotus Fields and such, but I would be dying looking for a Scavenge when I needed to move it around.

I ended up going with ZU.13 because it costs 1 and gets me in right away. It doesn't matter if it has weak strength. What matters more than anything is that I get Datasucker filled up quickly. When you have Datasucker, it doesn't matter that Keymaster is Str 1.

If the weakness of Keymaster starts becoming too taxing on my credits/virus tokens, I can just make an appropriate strength Atman, or Parasite/Femme one or two pesky Code Gates.