When Clot becomes omnipresent, what's the obvious course?
Turn NEH into a Midseason/Scorched deck, of course!
Seriously though, Clot messes NBN up. Time after time I watched my hard-earned (or Fast Tracked) Astroscripts stolen by the runner because, no matter how many SanSan's or Biotics I had, Clot wouldn't let me.
So I went the other direction.
Now I want the runner to steal my things (especially NAPD). Midseason into scorch says game over on the next turn. Or, if they magically don't have Clot out, then I'll just end up scoring Astroscripts 'till the cows come home. Nothin' special.
So, let's break the deck down, shall we?
AGENDAS:
Pretty standard. Astro, Beale, NAPD. The on strange inclusion is False Lead, and here's why. You score it. One point, not that good. The runner shrugs and runs your R&D second click. They take a tag from a Data Raven, and manage to nab an Astro off the top. They look all smug as they steal it and look at their three cards in hand.
So you forfeit the False Lead. Runner's turn ends, Corp draw.
They look at their hand, look at you, look back at their hand.
You smile wide and show them the Scorched in your HQ.
GG
ICE:
Cortex Lock is obnoxious. Hands down. The Runner face-checks it early game and it ruins their day (and their hand). If it's a criminal and they first click Desperado into face-check, well, that's also game. Cortex Lock does good things, and I like having the two.
Data Ravens, Gutenbergs for obvious reasons. Info Overload is in there as an annoying ice if you can pull off a big Midseasons and you just can't quite find the scorched. It keeps them out of your remote. And the trace every time is nice.
I like Markus as a one-of, since Runner's often aren't expecting it. They'll usually find themselves not willing to spend two clicks to break the subs but not willing to trash a card either, so they break the trash and bounce off. Always nice to see.
Pop-Up Windows are annoying as hell, and I don't need to say anything else.
Quicksand is an amazing ice that gets better as the game goes on. Sticking it in front of a central will make the central taxing/completely inaccessible if the game goes late, which usually stops the random losses from R&D glory runs.
ASSETS:
Jackson Howard, PAD Campaign, and Marked Accounts all non-negotiable. Moving on.
DBS as a one-of can help set up the draws right when you need them the most. Runner checks R&D, but you still manage to nab the Astro that was right under it. Nice.
And now we come to Snare!. I know the look you're giving right now. Seriously, I do. It's like a a theater major walked into a calculus class. So, take a deep breath, and repeat after me.
Snare wins games.
Snare wins games.
Snare wins games.
Seriously, though, Snare is amazing. Three net damage and a tag when the runnner is LEAST suspecting it is great. It empties their hand and prepares them for Scorched. If you have a False Lead scored, then you can just forfeit it and win the game right then and there. If it's late and the Runner knows they can get into your servers at any time, you slap it in the remote and make it look like you're trying to defend it. Lie through your teeth and Snare will carry you to victory.
OPERATIONS:
Hedge Funds, Sweeps Weeks, Midseasons. Nothing special there.
I'm only running two each of Scorched and Traffic because I wanted the influence free for other things (Cortex Lock, Snare). You only really need to draw one Scorched (and sometimes a Traffic) to win the game usually, and with NEH being one of the best identities for drawing I don't usually have a problem with finding it.
Thanks for reading and I invite you to try out the deck! Let me know the moment Snare! wins you a game. And do comment suggestions. I always love those.