Flip the meta upside down (72nd worlds 2015)

Tundinator@gmail.com 290

Based heavily off of extended playtesting of Chuftbot's Fugu list: http://netrunnerdb.com/en/decklist/23884/fugu-v1-3-2015-north-carolina-regionals-undefeated-

Went 5-3 at worlds, with even the most veteran players unable to play around the mindgames this creates for the runner. The best mindgame is making them think you actually picked anything else besides the brewery (2 net damage).

My highlight of worlds with this deck was probably against Lawson Lim when he hit a snare on click 3, putting him down to 4 cards in hand, he spends about 2 minutes considering whether or not to clear the tag, I have a friendly chat about all the things that could be in the deck that could happen, and he decides to drop a plascrete on click 4 (3 cards in hand after). I then nod my head, play my first scorch, admit i dont have a second in my hand, flip my Allele Repression and get my scorch back to kill him. Clutch include, possibly a 2 of if I keep this deck.

I won't give a match breakdown like I did with my runner deck (shameless plug): http://netrunnerdb.com/en/decklist/28376/world-class-adam-72nd-at-worlds-2015- because this writup is more 'how to do it yourself' if you want, since at first this can look like a big ol' poopstain.

I will say as the first thing that the point of this deck is to make every click a dangerous one to run. First and second click are dangerous due to lockdown (if it's up, or it could be any of the facedown ice with even 0 creds) and data mine in front of fetal AI or a central, not to mention if you have previously scored a False Lead you can end the turn there and then, allowing you to finish them. Third click is dangerous due to Psychic Field, Snare!, and anything chummed can put the runner at 0 or 1 card in hand, maybe with a tag and you have a Scorched Earth waiting or you simply flip for the finish. Last click is.... last click; did you really just run last click against Jinteki?! (the answer surprisingly in 3 rounds was 'yes').

In the event the runner does not run you can simply take credits to make sure you have enough for 2 snares, pay for Komainu, or Kitsune into snare, or to play psi games with Cerebral Cast which runs double duty in that they take a tag they get scorched, they fear the scorch they take the brain damage which allows the other parts of the deck (and eventually the flip) to kill them right out. Start putting cards naked or behind a single ice (it doesn't really matter which piece except chum), advance them if your runner is cautious, leave them still for a few turns if they are aggressive (or do the opposite to fake em).

The finishing touches that I believe allowed me to play as well as I have is, sadly, not giving a flying f*** what you're doing. Take creds until you have ~12, give the runner some with Medical Research Fundraiser, put a chum in front of a data mine in front of a lockdown on RnD, it doesn't matter too much. What does matter is knowing when you need credits, knowing your agenda density, and using Mushin No Shin literally as fast as you can (put a shell corp on top for even more hilarity). If your opponent doesn't make mistakes they will probably beat you, but it's surprisingly hard to realize all the possibilities when the corp plays their turn in 5 seconds by saying 'mushin no shin clicks 1 and 2, credit on 3, your turn'.

Final note is DO NOT LOOK AT YOUR HAND OR ANY OF YOUR CARDS unless you absolutely must! They are the ones under pressure, you're just waiting for them to slip up!

4 comments
9 Nov 2015 gumonshoe

Guess my deck gives yours another mindgame: T1 install remote, install card, take credit. IS IT A NISEI? I MIGHT LOSE!

9 Nov 2015 Tundinator@gmail.com

@gumonshoe I enjoy this so much, thank you sir. I hope mine gives yours another layer of thought as well ( although I dont think you're running any mushins :P ). installing a fetal or snare! behind a Data Mine or Lockdown isn't a terrible first turn play in this deck, and would definitely put your opponent into the 'aggressive' or 'cautious' camp.

13 Jan 2016 MoonlitAllie

I'm curious how you deal with Siphon/Vamp in this build. I've been playing FuGu for months now and its really strong, except when I'm up against Siphon Spam.

13 Jan 2016 Tundinator@gmail.com

@HipsterWannabe it does suffer from credit denial play but thankfully most of your ice is scary as well as cheap. If you suspect siphon play look for your koma / kitsune to put in front of HQ to prevent repeated siphons or direct your money into SNARE!

As well, the technique of putting a shell corp on top of a psychic field or snare (ESPECIALLY after mushin!) works in most situations, forcing them to either ignore the recovery you can get (in case it's the 1 junebug they 'know' you run) or leaving a tag on themselves which can allow you to scorch if they didn't completely drain you.