The Net is Dangerous

Funnybone 3

This is a deck I started playing out of curiosity. It's not just a net damage deck. It's what I came up with when I said "How can I take net damage to the max?" Obviously the ID works great with the cards, burning the stack and potentially trashing things like breakers, run events, or in cases all their copies of Levy AR Lab Access and Same Old Thing.

This deck is not the most effective. I gave it a 20-game run before posting it, and it came out at a solid 50% winrate. The way that I play depends heavily on the runner I'm against, but in general I ice up with one big ice such as DNA Tracker or Tollbooth to start, and make one remote server that I stack with as much of the other ice as possible. Between NGO Front and Project Junebug, you have lots of ways to fake them out. And if they DO score, try and make sure they score the Obokata's, as this deck received most of its wins from just grinding out their deck and hand until they run out of HP.

Now, to explain my influence choices, I've been playing against a lot of Ghabali, Grappling Hook, and other trash-to-break. I find Death and Taxes really helps me roll in money in that meta.

Special Report was selected because sometimes you just want to bury 3-4 agendas back in your deck, and it's insult-to-injury if you flash them all at your opponent with a Celebrity Gift before doing so.

Tollbooth is just a good ice, and is about the only credit tax in the deck. I tend to throw it on R&D or HQ, but just toss it wherever they seem to run most.

Now, to make the runner worry about a kill, try to score a Labyrinthine Servers or get Port Ansen Grid locked down in a 3-4 deep ice wall that explicitly does damage. Don't put any 'end the run' outs like Kakugo in this run, make them run the gauntlet. Bonus points if you rez the Grid when they decided to check in on an advanced Junebug.

Against Alice Merchant or Omar Keung specifically, I Just stack Kakugo on archives, so either they take guaranteed net damage or have to run other servers. Valencia can be a problem, especially if she hits you with multiple Mining Accidents, so keep a heavier bank against her.

Criminal Faction as a whole are probably my weakest point, as they tend to avoid ice rather than encounter it. Increasing rez costs, ignoring cards with Spear Phishing or Inside Job, or Security Nexus. I try to build deeper servers to compensate, as this deck runs the ice to manage it, but I usually have money trouble against them.

Shapers get regular access to Levy AR Lab Access, but really, I've run down decks that run two of them given enough time. Against shaper, I go for the grind down. Special offer agendas back into the deck if the hand is getting too many, or try and hold a couple with snares and breached domes, though I usually want to discard the domes to get them in archives sooner.

That's about the gist of it. Any critique is welcome, but I don't want to leave the gimmick of overwhelming net damage, because that's the whole point of this list.

2 comments
3 Apr 2018 Cpt_nice

For density purposes, I recommend going to 49 cards instead of 46. You will see your agendas less often. My advice is dropping the Port Anson as it doesnt do anything to advance your gameplan. Runners who run against Jinteki want to make it count and will usually not want to jack out. Add 2 or 3 hokusai instead.

You also desperately need some recursion to win the grind war. I would add at least 1 Preemptive action, although 2 is probably better.

3 Apr 2018 Funnybone

I've had a few games where Anson has been useful, but I'll consider it. And I didn't think about density, so yeah, I can add the Preemptive to fill the 'empty' slots.