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Standard Ban List 23.09 (latest) |
Standard Ban List 23.08 (active) |
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Core Set |
What Lies Ahead |
I am a newb to Netrunner (at this time I've had 10 games), so publishing this in hopes of getting some feedback / criticism. My goal is to have a deck for each ID, and I'll update them as I buy more cards. Right now I have 1 core and What Lies Ahead.
I designed this deck on a concept of hard hitting ice. I don't think I did very well at this. Its economy seems well enough, and it has a couple ways of rezzing expensive ice without paying for it.
I don't think it has anything it's good at, but I don't think it did terribly either. It was able to deal out some brain damage and deny the runner his hand. Feedback as to lead to better design choices would be appreciated.
3 comments |
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26 Apr 2015
Jashay
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27 Apr 2015
taylorcoreyd
As far as the other HB ID being better at this point, that's OK. As I said, I'm challenging myself to keep a deck for each ID. I'll keep them updated as I get more expansions, and branch out to other strategies too. In my (limited) playtesting, I found Mandatory Upgrades to be very powerful, but I did only get to score it once (the other time I let the runner get it so I could focus elsewhere setting up a trap). I'll experiment with it more, and try mixing some Private Security Force in. As far as ice goes, I'll consider your suggestions. It's still a part where I don't quite understand what makes a good ice, but with a goal of trying to hit hard with ice, I think they definitely fit. Your suggestion to swap Shipment with Melange is right on. Thanks for the feedback! |
4 May 2015
Jashay
With ICE, there's a few things to bear in mind, depending on what you want it to do. But the simplest measure is how much it will cost the runner to break compared to how much it costs to rez. Secondly, you should look to force equipment checks; i.e. using End The Run ICE means that the runner cannot usually get through until they have the relevant breaker. So, to give some examples, Pup is a common bit of taxing ICE, because it will cost the runner more to get through than it cost you to rez. Pop-up Window is immensely popular, as it costs the runner 1 and gains you 1, which is a 2 swing on a 0-cost bit of ICE. Tollbooth is good because although it is expensive, it is difficult to break cheaply. Even Torch, the strongest Decoder, will take 5 to break through As for 'big' ICE, a lot of the time their sheer size makes them expensive to break, but they are also very expensive to rez, so you have to find a balance. Be careful with ICE with caveats, too. Bioroids are awesome, but they can be clicked through. Boosting Dracō's STR is rarely worth it, as the runner can pay through the trace. Chum only works with a good bit of ICE behind it, etc. Hope that helps! |
A few quick things; The core identity (Engineering the Future) is better for basic decks, as you don't have quite enough bioroids to make the most of the ability here. A free credit is always useful, though.
Mandatory upgrades is probably a little difficult to score; I would suggest Private Security Force simply because it will take one turn less. If you can get your hands on Cyber Exodus, that gives you Project Vitruvius, which is a good agenda to have.
With 3 Beta Tests and 3 Priority Requisitions, it might be worth considering an Archer or two. One of the most irritating bits of ICE in the game. Tollbooth is another excellent bit of core ICE.
Your ICE is all slightly higher cost, too, so I'd drop the Shipment from MirrorMorphs and add in some more economy cards. Melange Mining Corp. is a good one from core.
Hope that helps, and welcome to the game!