Good Stuff Reina

hewlett390 31

Hey B! This is a basic Anarch deck type I like to use that's simple, straightforward (for Netrunner), and doesn't rely on a lot of complicated dirty tricks. It just gets you money, lets you burn through your deck to find what you need, and make it hard for the Corp to rez Ice and keep it rezzed.

Here's the basics of how it all works:

HOW TO DRAW CARDS

Earthrise Hotel: It's 'spensive, but lets you draw two cards at the start of your turn for a few turns, a good way to draw through your deck.

Inject: Super super good with your icebreakers (more on them later); draw a bunch of cards, and the programs you trash you can just get back (even after they make you money).

HOW YOU MAKE MONEY

the two boxes on the top of Reina's card is your 'link' -- basically, when 'traces' are run in the game, that's the baseline you have to work with before you have to pay up. For example, if the Corp runs a trace 4, you'd only have to pay three credits to match that and beat the trace. Higher the link, less you have to pay.

Maxwell James, The Archivist: These cards are cheap and get you more link; you'll want to have at least 2 link to get your engine running. The Archivist is also neat if you have a bunch of link and the corp scores certain kinds of agendas; they can get you 'bad publicity,' which basically means free credits you can use on every run.

Underworld Contact: Install all three of these and have at least 2 link, then you can earn $3 at the start of every turn. So good.

Career Fair: Makes installing resources cheaper; basically, Daily Casts, Ice Carver, and Xanadu are free, and Earthrise and Liberated Account are way way cheaper.

Daily Casts, Sure Gamble, Liberated Accounts: those are more solid economy cards to get you monies.

HOW TO GET INTO SERVERS AND TRASH/STEAL SHIT

Icebreakers: Black Orchestra, MKUltra, Paperclip -- these are all strange kinds of icebreakers that you can install from your trash pile when you encounter an ice during a run. They're often a bit more expensive, which is where stuff like bad publicity and Ice Carver can come in handy. But they're super worth it, and unless the Corp has a way to permanently remove cards from the game, a trashed program doesn't stay trashed for long since you can just reinstall it.

Aumakua: the pretty blue turtle! He's great because he can get into anything, and if you build up a bunch of counters on it, you don't have to worry about paying for strength anymore. (that is, until the Corp purges your counters, but even then, that costs them a turn.)

Ice Carver, Xanadu: these make it easier to get past ice -- the former makes it so you don't have to spend as much to get your icebreakers up to strength, and the latter makes it even more expensive for the Corp to rez ice, alongside Reina's ability.

Mining Accident: Get into HQ, R&D or Archives and the Corp doesn't have 5 credits? Play this, and get a bad publicity you can use for the rest of the game. With all three of these and maybe Archivist, it's entirely possible to suddenly have like four, five free credits you can use on each run.

Salsette Slums: this is a dirty, filthy card, but I love it. Just trash something once, and you can take it out of the game forever.

Turntable: Say you steal a one point agenda, but I've got a three-point agenda in my scoring area. With Turntable, you can swap those, and suddenly you're two points ahead.

Indexing/Legwork: If you can easily get into R&D twice (like if they don't have any Ice on it), do Indexing, which lets you look at the first five cards, and put them back in whtever order you want. Do that, then go back in and steal a bunch of agendas. Legwork lets you see more of my hand in case I got some agendas in there.

CURRENT:

Hacktivist Meeting: "currents" are cards that stay in play until the other side gets an agenda (or they play a current of their own). So as long as this card is played, the corp has to randomly trash a card from their hand to rez any non-ice cards. Truly filthy.

TACTICS: Be! Aggressive! Be, be aggressive! Draw through your deck quickly with stuff like Inject, and use early cards like Indexing to poke at Corp servers before they get ice up or the money to rez them. Then in the midgame, you can take a little time to set up your economy stuff (the links, the Underworld Contacts) while still putting pressure on the Corp. Make them feel like they're on a clock to score out before you become unstoppable.

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