I built this deck for 3 reasons:
1) I wanted to have longer games with our newer players and have them learn about credit management, decision making, baiting and creating scoring windows.
2) I wanted to stop getting "Temüjin'ed" turn 1 almost every single game (and also not care about Employee Strikes) against more advanced players .
3) I had actually never played with NEXT ICE before, so I wanted to give it a go
I took the inspiration for Bloom & Architect from Severijn's list: https://netrunnerdb.com/en/decklist/42042/classic-next-is-in-full-bloom
It turns out the deck fares pretty well against all kinds of runners, especially denying early run economy. Fair warning though: it may requires a really tight play style, which may involve frequent clicking for credits (although that feeling might be due to playing against a lot of Account Siphons recently).
25 pieces of ICE should make for reliable use of the ID ability. It's acceptable to keep a hand with 5 ICE, but a hand with only 1 will always get mulligan'ed.
The situation might arise where you have 3 remotes with 2+ rezzed ICE each, and will be able to play triple install mind games behind taxing walls. Due to Jeeves & never advance shenanigans, you can bait runners through a lot of tax to find Marilyn or Jackson in your biggest remote.
I tried NEXT Opal in an early testing, but replaced it with Magnet. I had thought about macrophage, but there are too many instances where I don't want to spend credits on trace, and I'm not that concerned about viruses anyway (Medium & Data Sucker will not get that much value because of the price of running central walls; Parasite can be annoying, but there is enough ICE in the deck to recover from destruction; Clot is useless against classic install/score over 2 turns).
While you can rush out early agendas (firing off the first ABT will probably shut a server down (usually R&D)), the deck can go the distance with trickle economy, and Marilyn Campaign can ensure you never run out of cards.
13 Aug 2017 Krams
14 Aug 2017 Kaiji