|Legality (show more)|
|Standard Ban List 23.03 (active)|
|Standard Ban List 22.09|
|Standard Ban List 22.08|
|Standard Ban List 21.10|
|Standard Ban List 21.06|
|Standard Ban List 21.05|
|Standard Ban List 21.04|
|Standard Ban List 20.09|
|Standard Ban List 20.06|
|Standard MWL 3.4b|
|Standard MWL 3.4|
|Standard MWL 3.3|
|Standard MWL 3.2|
|Standard MWL 3.1|
|Standard MWL 3.0|
|NAPD MWL 2.2|
|NAPD MWL 2.1|
|NAPD MWL 2.0|
|NAPD MWL 1.2|
|NAPD MWL 1.1|
|NAPD MWL 1.0|
|Deck valid after Fifth Rotation|
|Reign and Reverie|
|Magnum Opus Reprint|
|System Update 2021|
During my first weeks of tentatively trying out Standard I posed the core idea of this deck to the Aldershot Meta and received all the encouragement I needed to build this deck. The deck runs a very simple premise, with Urtica Cipher and Clearinghouse in the deck combined with Jemison’s ability the runner suddenly has to get all of their remote runs correct or win very quickly. If they make a mistake even 1 time, don’t run the Clearinghouse or do run the Urtica, whilst you can forfeit agendas they can lose instantly. I decided it was the perfect deck to bring to my first Standard event. Experienced players still get 50/50s wrong half the time and they only need to be wrong once for the deck to win.
Thanks to the Aldershot meta for the encouragement and the few testing games I did in person.
Key Cards and thoughts on play
The deck plays on dangerous forks combined with the runner’s most precious resources, clicks, being very limited. Mulligan aggressively for Hostile (to turn the ID on), be willing to play lots out onto the table unprotected, and try to either have nothing unknown in server roots or 2+ unknowns in server roots. It’s really important to know that unless this deck has 2 False Leads scored it can basically never kill you without an asset to help. As a result the runner can check 1 facedown card on its own risk free, but if you have 2 facedown and a number of agendas to forfeit any card COULD be an Urtica they can’t check or a Clearinghouse they HAVE to check. As a result the deck is very tempo based. Score aggressively and early. My favourite start to any game in the CO was T1 score Hostile. T2 install Nico, Corporate town, SDS. T3 Forfeit Hostile to res Corporate Town, 2 free counters on SDS, score it. Suddenly the Runner has to assume you’re on a fast scoring plan and maybe check FAR more riskily than they would like given the truth is you can put 4 counters on an Urtica at instant speed. If they decide that’s too risky, well there’s always actually scoring out or more likely just flatline them with Clearinghouse.
Agenda suite -
Brief Overview of games played
The deck went 3-1 in swiss and 2-0 in the cut, performing well against the field of “reg” runners it encountered. It has an inconsistent Esa matchup which I teched against by simply never playing against Esa. Thanks to Extrac for TOing and everyone else for a great day of Netrunner.
I think these are accurate enough recountings of how the games went - of course a lot of things happened otherwise!
Round 1 - Rowan (Hoshiko)
I think I scored 2 Hostiles early and forfeited both with Corporate Towns to fast advance SDS to trash Aumakua. I later used a Quarantine System to forfeit that onto an Urtica for flatline.
Round 2 - Hyperbolic (Sable)
Sable got set up too quick for me. Lost on time 2-3 having forfeited Divested Trust to prevent an SDS steal with no way to fast advance myself - probably R&D locked if the game continued and I can’t argue with the result.
Round 3 - Freeformjazz (Tagme Freedom)
Scored a Hostile, used that to fast advance a False Lead with a corporate town, eventually scored another hostile. Jazz struggled to find a way to break ice whilst I got a 4 advanced Clearinghouse with Freedom at 7 in hand (hand size 9). Forfeited False Lead after a click 1/2 Rogue Trading and then Quarantine System to put 2 more from Hostile onto Clearinghouse for the flatline.
Round 4 - IDed vs CableCarnage to put myself in a good spot for the cut.
Round 5 - Sam B (419)
Sam wanted to 2for1 I wanted to ID, so we compromised by playing both games of Netrunner. Throughout the game I was incredibly poor. I think I was Doofed all 3 times, didn’t dodge any of them. I think 4 of my turns in the game were click for 3 credits - luckily you only need a few credits to be able to forfeit agendas, usually.
I scored a False Lead early unprotected off the table. A few turns later I double advanced an SDS behind an unrezzed Archer - Sam verbally said 'I don't want any of that' probably scared of Urtica so I trashed Aumakua with it on score which slowed Sam enough that I had breathing room to put 6 counters on a Clearinghouse with a Quarantine System again for the win.
Cut Round 2 (Loser’s Bracket) - Hyperbolic (Sable, rematch)
We were in the losers round so Jemison had to win against the runner who had beat it in Swiss. I scored a Hostile Takeover early which I used to fast advance a False Lead with a Corporate Town. Hyperbolic forgot that the card had relevant text beyond “forfeit an agenda” so it survived to my next turn to trash an Info Bounty. This really slowed down Sable compared to the first matchup. I eventually scored something else (who knows what, they’re all for forfeiting anyway!) and then iaa Clearinghouse which couldn’t be challenged in Sable’s first “2” clicks so False Lead paved the way for another Quarantine system forfeit to finish the flatline.
Cut Round 3 (Loser’s Final) - Steffmonkey (Hoshiko)
I managed to score a Hostile and an SDS but Hoshiko was starting to run all over me - all bin breakers in heap as well as Dreamnet and tons of money. I felt like I was running out of time so I installed Quarantine System in the 'scoring remote' (it was not actually very hard for Steff to run if he wanted, although not being rezzed he can’t know) and Urtica Cipher unprotected hoping the bait for a free Dreamnet trigger might work.. Steff ran the Urtica click 1 and the Hoshiko start of turn trigger and Dreamnet draw meant 7 cards in the grip which couldn't protect from an Urtica having 6 counters put on it at instant speed. Flatline to close the game.
1 May 2023 Quarg
1 May 2023 Loki37
Despite encouraging you to build it I am deeply glad I spent the day at the bottom of the standings and never had to face it. Love the write up.
1 May 2023 xccam
Maybe I'll have to bring it to a few more Thursdays before retiring it for a new option.
1 May 2023 Swiftie
There are so many legal actions the deck can take.
2 May 2023 holzpubbnsubbe
I'd like to get this right on jnet. Is it like this? After the runner passes the last peace of ice of the server with an Urtica in it, you ask if they want to access. If they say yes, you rez a Corporate Town, forfeiting an agenda, put deadly advancements on the Urtica and then hit the "no further actions" button?
2 May 2023 xccam
Worth noting that Jnet will skip straight to access after you click no further actions - they could use a card such as Stoneship Chartroom to draw before the Paid Ability Window actually closes.
2 May 2023 holzpubbnsubbe
2 May 2023 danb
Pure evil, I love it
2 May 2023 Mancini
1x Audacity might be good just to close out games.
3 May 2023 Cliquil
Well done from a fellow Jemison player. I'd previously thought this style was no more now that Junebug, Mushin, Psychic Field were all gone, but I can see I was wrong. Did you ever toy with Standoffs, or working without false Leads?
3 May 2023 xccam
False Leads are so good with the Clearinghouse that I wouldn't drop them, but I could see a deck that drops them and the Divested Trust for two 3/2s which frees up some more slots. I've had too much success with false lead in this deck to drop them here personally.
6 May 2023 Longi
I love to see that such a deck could still do well at tournaments. Congratz!
Solid deck, solid play, and solid writeup, and a well earned second place!
Love to see it.