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Standard Ban List 23.09 (latest) |
Standard Ban List 23.08 (active) |
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Pre-rotation decklist |
Here's a deck idea that I think may have potential. I do not have a complete Netrunner collection, so there are probably countless cards I could have included instead, but obviously had few options. Regardless, I feel like it works, and that's the main thing.
The general idea is to inflict brain damage from numerous sources in order to severely slow down the runner and create viable scoring windows. It can also put the runner into positions where they must run in order to win, but in doing so, they will flatline. I have mostly played Jinteki up until now, and this deck feels quite familiar.
Ideally you want to Mushin No Shin a Sentinel Defense Program out, after revealing to the runner that you're playing Cerebral Overwriter. With a hand size of 4, the runner will be very concerned about receiving too much brain damage, and it's certainly a credible way of scoring the agenda. After that, using An Offer You Can't Refuse on a central with Ryon Knight installed will either score you a point outright, or cause the runner to be even more cautious. The point you score with An Offer You Can't Refuse is a nice sacrifice to rez Enforcer 1.0, which is obviously another nice target for An Offer You Can't Refuse, since the runner cannot click through it. The same goes for quite a lot of the ice in this deck. Using An Offer You Can't Refuse on a server with Ichi 1.0 makes Archer look fairly tame in comparison.
Throughout this process of landing brain damage, you want to be looking for scoring windows. If you hit the runner with Mushin No Shin + Cerebral Overwriter, it's that much easier to repeat the process on an agenda.
Defective Brainchips is pretty much an auto-include. Getting a second brain damage from any of your sources is huge, and having it on the board will seriously make the runner think twice about running anything that is advanced in your scoring remote. With only 10 agendas, R & D sort of protects itself, but it would be nice to slot a Snare! in here somewhere. I just don't think I want to give up my Mushin No Shin's for it.
Most of the economy is burst, since you want to be putting most of your ice in front of your centrals, and obviously cannot protect assets very well. I previously ran Successful Demonstration, but it didn't trigger as often as I'd like, so they have been replaced by PAD Campaign. It's slower, but you'll be playing a slower game anyway, so it will pay out.
To rez Enforcer 1.0, it can be tempting to sacrifice Self-Destruct Chips, but having just one destruct chips scored puts you that much closer to flatlining the runner, so I would go for sacrificing an ABT or Project Vitruvius instead.
Overall, I quite enjoy playing the deck. It feels quite neat, and all the pieces work together quite nicely. I want to improve the ICE, there are undoubtedly better options for an agenda suite out there, and the economy could probably be better in places, but it does what it's supposed to do, so I can't really complain.
2 comments |
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20 Sep 2015
AloneAndBurned
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20 Sep 2015
Crowe
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I'm curious about the Beanstalks over Green Level Clearance. It frees up 3 influence, and maybe you can get a Snare! in that way.