Demo Deck: Fix it Kate 2.0

Kate "Mac" McCaffrey Digital Tinker

11 influence spent (max 15, available 4)
45 cards (min 45)
Cards up to Intervention
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Event (17)
Hardware (7)
Operation ()
Resource (6)
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Barrier ()
Code Gate ()
Icebreaker (11)
3x Corroder ●●●●● ●
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Other ()
Program (4)
Sentry ()
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Standard Ban List 25.08 (latest)
Standard Ban List 25.04 (active)
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Demo Deck: Fix it Kate
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Nery 25

This is the second version of the Demo Decks I've been working on.

A little background: The Chilean Community for Netrunner has been growing since the game's launch. It has always been a niche game that saw it's peak in popularity somewhere between 2014 and 2016. Recently we have decided to promote the game ourselves, and attract new players.

With that in mind I took the task to prepare a Demo deck as simple as possible to explain the most basic aspects of the game. This deck and it's counterpart are thought as a 1st approach to the game, the first hands on after a scripted explanation of the game.

The deck was built with the following objectives in mind:

-To teach both players about the basic mechanics of the game: turn structure, economy, installation.

-To teach the runner how to set up a rig.

-To teach both players the run mechanics.

-To theach the corp player the virus counters and purge mechanics.

Several mechanics have been left out to keep things simple: Double clicks, terminal operations and currents. Recursions and play from the heap has also been left out to reinforce the idea that 1 click = 1 action. (This was fixed in the HB deck as well by removing archived memories). While I didn't restrict deckbuilding to the core, I wanted to include the most simple and straightforward cards to show the game.

Some changes from the previous version:

  • Removed Injection Attack: in the couple of plays I gave the deck injection attack ended up being a redundant card.
    Replaced with Dirty laundry: reinforces the need to run, and it moves the flow of the game.

  • Removed Legwork: While the idea is to make the decks easy and straight forward, I decided to change this one for R&D interface. Both to show that some core mechanics can be modified and to reinforce running into R&D, as I saw in the demos the runners tended to forget they could do this.

  • Removed Dinosaurus: The console was doing nothing for the deck. I temporarily swaped this for the gauntlet at the suggestion of a friend until I find a better console. I'm open to suggestions.

  • Changed 2 Gordian blades for ZU.13: To balance things out. The cloud and link mechanic are a bit more complex than what I want, but I prefer to have a lower str icebreaker to even the field.

  • Reduced the number of crypsis: during the first demo crypsis became a crutch for the player, he stoped drawing and lost tempo charging it. I replaced it with corroader to ease the interaction with some ice.

  • Introduced Professional Contacts: it helps to encourage draw.

Deck to be played against: Demo Deck: Defensive HB 2.0

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