The Red Ones Go Fastest

s.fritzi 41

In memory of Honor and Profit rotating, I had to take some old favorites out for one last spin, especially Mushin No Shin, objectively the best card in Netrunner. I've experimented with this design several times in the past, but I think this version is the most consistent.

Your objective is simple: go fast, set traps, believe in the heart of the cards. Throw down Mushins and Kakurenbos as soon as you have a valid target. Fill up the board with traps. Make the runner sweat.

The real trick here is Hangeki, a card which never fails to get a "Wait... what does that do?" when it hits the table. When the Runner trashes a card, you get to tap that triple-advanced card that has been sitting in a remote for three turns and dare them to access what is very obviously a trap. If they access, hit them with that sweet sweet damage. If they take the -1 point, they now need to steal an extra agenda to win. That keeps some of your more marginal tricks, like Punitive Counterstrike live for a little longer. The key is getting Runners to trash something, and thankfully Runners will trash Snares, Junebugs, and your Daily Business Show on sight.

This deck is an absolute thrill ride to play and currently sits at an about 66% win rate on JNet.

1 comments
26 Mar 2021 Krams

I tested it and it is great fun.
Not my usual style of play, but very refreshing :)

I still don't get Kakurenbo, though.
The runner can just check Archives to make sure nothing is missing and then it is like any other IAA out of hand.
Not too hard to figure out that running Archives doesn't hurt.

And Punitive Counterstrike didn't work for me, because it's a low economy deck that doesn't tax the runner any credits and as such can't really win any traces.