N'EH? (6th place at Norcal Regionals)

madrabbit 129

This deck originated in (and takes its name from) this version of painting the NEH Astro-train purple, and of course credit is due to the Sleeper Hold as well. Before the MWL 1.2, I was not having fun playing Netrunner. Winning IG-54 games just wasn't fun, and playing Bop-It with corp assets when running left me feeling beaten and demoralized, even if I won. Various Anarch cards made ice irrelevant when the runner needed to get in, and it felt like winning by scoring out was for chumps. This deck restored my faith that Netrunner can be fun, and it will give any runner a stiff challenge to keep up.

This deck did most of the punching, going a solid 4-1-1 (timed tie), struggling only against its obvious nemesis, Whizzard. Like my other deck, I came away feeling like a few tweaks might improve the deck (finding a spot for Estelle Moon, perhaps), but even so it steamrolled over slower runners. The Whizzard games were tough, but I never felt like they were out of reach.

Loose notes:

  • Fairchild was one to raise eyebrows, but I think it's a big value in this deck. Sometimes your scoring slows down for whatever reason, and you need to put a really big ice in front of a remote that you can drop your SanSan in. Against Shaper or Criminal who slot anti-FA tech, you're going to be rolling in credits looking for a safe place to score, and this helps enormously to convert credits to wins as one does not simply break it for cheap.
  • Localized Product Line got the most looks, and it's admittedly kind of a silly include. Eli 1.0 came off the MWL and I didn't find a great use for the extra 3 inf. It's not the key card a 1-of should be, but it's a useful source of Biotic Labor, Advanced Assembly Lines, Adonis Campaign, or agendas, depending on what you happen to need. Put another way, Consulting Visit is a viable play as a 2 Double, and this essentially lets you expand to "play any card in your deck" for an extra 2, while also keeping two in reserve.
  • Getting to four points is pretty easy. One more 3/2 and the Domestic Sleepers is one way to score, but nobody ever sees the fast-advance Food coming.
  • Try to avoid clicking Domestic Sleepers for the 7th point. Being on 6 points with it scored is the best way to get the runner to decide it's finally worth 3 brain damage and wrecking their rig to see 5 cards, and that loses games.
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