Industrial Incineration

AntiNetrunner 26

This Corp Build started as bing a Personal Evolution Deck which I played for a while now. I liked Jinteki right away since the Core Set and I allways played Flatline. After a long break because I had no one to play against I restarted playing Netrunner about 3-4 months ago by building a Cambridge Shell Game Personal Evolution. Its playstyle just fitted mine perfectly and so I started to play different versions in different identities. After some games with a Punitive Counterstrike Version in Nisei Division I started building this one in Industrial Genomics. The List shown here is my current build of it. (Sorry for my English. I am from Germany.)

The Identity - What I really like about IG is devided into two different aspects of this identity. First, it offers protection for your fragile cards like Ronin, Hiro, Turtlebacks or short: your traps and econ. It is great to make it really expensive or even imposible to trash them because this reduces the preasure you have to deal with. Second, because of using your Archives more active you can use it as an additional way to actually Flatline the Runner. But what I fast realized with my first attempt on this Identity is not to fixate on its abillity or the Deck gets ineffective. It is much more like a help and not the game winner.

The Agendas - The first I did was cutting the Agendas. Playing more than 9 in a non-PE-Deck is not a good idea. 9 works pretty well for me. Having TFP and NAPD as being harder to steal (especially when the runner trys to trash assets), Fetal punishing every access and Philotic ist one way to win. Thanks to Shi.Kyu the Runner nearly allways builds up a deadly amount of Agendas which Philotic might use to a Flatline.

The Assets - I gonna devide this into two: Archives Tricks and Shell Game Stuff. The typical Shell Game Assets like Ronin, Snare!, Jackson Howard and Cerebals are here to either kill the Runner or in case of Howard to draw the Flatline. Additionally I added one Hiro. With a big enough Archives he should not be trashed that easy. One of the possible Flatline Combinations might be if you have a Neural EMP and a Ronin with at least 3 Advancement Tokens to Rez Hiro during their last Action. Now the Runner will have to discard down to 3 cards. Neural EMP him and then Ronin the Runner. (Allways go first with the Neural to make shure you do not waste your Ronin because of a "I've had worse" triggering.) I also added Turtlebacks. These guys provide a very good economy espacially when protected via high Trash Costs. The Archives Tricks are not that tricky actually but effective. Shock! and Shi.Kyu do work when accessed in Archives and that is where they should end up. Howard also adds some Archives Tricks like overdrawing and then putting your Agendas/Shock!/Shi.Kyu into Archives. This way you build up the Trash Costs and a possible Flatline in Archives. The best thing here might be the compination of Shock! as punishment, Shi.Kyu as a reductor of Agendapoints while being an Agenda on its own (for Philotic) and Howard shuffling the actual Agendas back into R&D. Some nice Mindgames will start when you got a Crick in Front of your Archives. Just discard a Cerebal and IAAA within your next turn. Will the Runner run it? No? Next time try an Agenda... (I often do this with Philotic for a Flatline.)

The Operations - Neural is a must in here but sadly I only have two. Same goes for Archived Memories. I love this Card in this kind of Decks but I only have 2. The 1 Snatch and Grab is especially needed to deal with Film Critic. My Operation based economy is represented by Hedge Funds and Back Channels. While Hedge Funds is a must have in my eyes the Back Channels got in on trial. (These two would normally be the 3rd Neural and the 3rd Memories.) One thing you might wonder about is me not playing Mushin no Shin. Originally I played him but he got cut because I wanted to test some other cards and ended up not missing him. He shurely is a great card and I love to have him in my other two Shell Game Decks but this one plays slightly different and did not seem to utilize him that good as PE or Nisei Division did.

The Ice - I like Himitsu-Bako becuase it is cheap, has a ETR and can be bounced to end up on Archives if needed. Susanoo-no-Mikoto ist here to protect Ronins in Late Game if I cannot keep up at high Trash Costs. She is expensive to pass and hopefully too expensive so Ronin cannot be trashed any more. Sometimes I score Agendas behind her or put her in front of HQ but right now I only won 1 game by scoring with this Deck. Komainu is another Flatline Option. It is not unusual to put one in Front of your Archives and then drop a Shock! into it to threaten to Flatline a Runner. I also like to use a Lockdown in front of Archives or a Komainu not in front of Archives to enable Flatlines the next Turn or at least threaten a Flatline.

Conclusion - This Corp is really fun to play and has many possible Lines of Play to Flaline the Runner combined with the needed protection for your game plan by its abillity. Anyway, I would love to hear sugestions, tips and whatever you like to say. Thank you for reading and thank you to Zeromus who partly inspired my take on IG.

05.12. Changes made: -2 Archived Memories -2 Backchannels -2 Himitsu-Bako +2 Allele Repression +2 Punitive Counterstrike +2 Icewall

After some testing I added Allele Repression after it was pointed out to me that this might be worth trying (and I did not think about it). Great Card here. It helps by replacing Agendas from HQ with Snare! or similar traps when the Runner checks HQ or exchanges Agendas with more usefull Cards from Archives when you need them and/or have a Howard to Shuffle them back into R&D before they get stolen. Additionally I removed the Archived Memories because now I included Allele Repression and both are basically doing the same in this Deck so I will not need Archived Memories anymore. I also removed the two Backchannels. These were just on Trial in and now I did have a use for there Influence. Punitive Counterstrike replaced the Backchannels. I allways wanted to add PC and now I could with the Influence of my former Archived Memories. I like the Idea of playing PC. The Runner must steal many Agandas thanks to Shi.Kyu and you even might set up a Flatline by putting lethal damage in form of Agendapoints into Archives and let the Runner steal them. Also it works as Neural #3 and #4 for I only have 2 of these. After all changes I had some Influence left and decided to put these into some Icewall. I like them espacially for 2 reasons. One is they their cheap Rez Cost, second their abillity to be advanced if needed and if not they still cost at least 1 Credit to gain Access. Good deal I think.

6 comments
4 Dec 2015 FarCryFromHuman

I'm rather surprised you have runners who will tank a Komainu into Archives out of IG without jacking out before the access. That just seems entirely foolish.

Is it necessary to have 3x Cerebral Overwriter? I would think Junebugs could stand in for one or two, leaving you a little more influence for that third Archived Memories you want.

Have you tested Allele Repression or Mushin No Shin yet? Both of these guys are nuts out of IG.

4 Dec 2015 AntiNetrunner

Thank you for your comments and time.

I did not mean that a Runner did actually access my Archives after a Komainu. It was much more a possibility protecting your Archives even so I have to say that it happened exactly twice but against a Runner who was not familiar with IG and Shell Game.

Well, I often did think about cutting all my Cerebals for Junebugs but I just cannnot. I really do not know why...maybe I like them to much.

Yes, I allready tested Mushin as stated above but I did not miss him. As stated above I normally play Cambridge Shell Game out of PE and I love my Mushin there but I do not feel the same way in IG. I really cannot tell you why. In PE he is nuts of course. Putting down a Agenda ready to score or more likely a Ronin on 3 if the Runner refuses to run advanced Remotes or a Cerebal if he does run them. Of course this works as well in IG but up untill now I felt much better with it after I cutted Mushin.

Allele Repression I did not test by now. I do play them out of Nisei and I mit test them. Thanks I actually did not even think about them...age is sometimes a burden ;-)

The cause why I do not play a 3rd Archived Memories is that I do not own it. That is why I did not think about how to include it. Same goes for the 3rd Neural actually. But thinking about it I might look into including some Punitive Counterstrike as additional option to test in this Deck.

4 Dec 2015 GrantZilla1979

Allele Repression functions as an in-faction super- Archived Memories, as well as a counter to HQ Multiaccess provided you have the trash pile full of appropriate nasties. Which, this being IG, you do.

I might even drop the Komainu for a Cortex Lock or two, since you aren't running House of Knives.

5 Dec 2015 PapaBear

Your English is excellent.

5 Dec 2015 AntiNetrunner

Thank you GrantZilla for your reply.

I did test Allele Repression yesterday and I was very pleased with it. It is kinda funny that I did not think about it earlier... ^^* Also thanks to FarCryFromHuman for pointig it out to me. Your idea of playing Cortex Lock does sound good. I will for sure test these.

I updated the description of this Deck in my 1st post in order to maintain accuracy. Thanks again to the contributors of These changes.

5 Dec 2015 AntiNetrunner

Thank you GrantZilla for your reply.

I did test Allele Repression yesterday and I was very pleased with it. It is kinda funny that I did not think about it earlier... ^^* (Also thanks to FarCryFromHuman for pointig it out to me.) Your idea of playing Cortex Lock does sound good. I will for sure test these.

I updated the description of this Deck in my 1st post in order to maintain accuracy. Thanks again to the contributors of These changes.