Snitcheroo

CaKnuckleguy 365

Snitch-switch-aroo.

This is still in the testing phases of becoming a playable deck, but so far early games have proved it can work. It's the usual Snitch-Au Revoir economy combo, but now with extra incentive to do it. With The Turning Wheel in play, every mega-opus click is also feeding your huge multi-access run down the road. With Reflection, you can also keep track of the corps HQ and if you see enough agenda, can kick down the door and access the whole house!

Rebirth isn't there for any specific ID in mind, play it for whatever makes the most sense at that stage of the game. Ian is a reasonable choice if you're behind. Leela is probably natural, but don't overlook the link+Reflection=Free Zu interaction and auto-pick a 0 link runner. Make a smart choice for that game.

Film Critic does it's normal thing of stealing the hard-to-steal agenda, as well as it does some minor duty of letting you get a Turning Wheel counter if all you do is access a single agenda. I guess. I don't know if it's worth it to enable the 'didn't steal agenda' trigger, but it still does enough work in the meta right now to be worth the include.

Aside from setting up the combolicious mega-opus++, you're a standard criminal. Do criminal things. Siphon if you can. Fisk for combo pieces and pressure on the corp to get moving or get overwhelmed. Inside job camp remote if you have to. You all know how it goes from here.

Maybe I should include a Sneakdoor Beta???? Hmmmmm.....

3 comments
28 May 2016 Radiea

I had a similar idea with the same engine! (https://netrunnerdb.com/en/decklist/35148/andy-bowing-out)

How do you do versus FA, and how is your setup time (finding the engine plus breakers)? I find the FA matchup only remotely close if I can get The Source on board. Has using Account Siphon ever backfired from the rezzed ice?

28 May 2016 Radiea

Also, how is MU looking in games?

28 May 2016 CaKnuckleguy

@RadieaOh neat, great minds thing alike?

Set up time is very reasonable for what a normal combo deck is like. Andy draw should net you at least a snitch, if not then mulligan. A snitch + 1 AR is a keeper. SMC gets another piece and you're set once you have 2 AR. In fact, that ties into my MU answer, Snitch + 2AR is fine. 3 AR is great, but not at the expense of not being able to break into servers eventually. Often I'll just hold my 3rd AR so I can drop a breaker, trashing an AR for the MU (especially for Faerie) and then reinstall that 3rd AR later once the MU frees up or isn't necessary. Overall, set up and MU are both manageable. Faster than stealth by far.

Against FA, do criminal things. Siphon, Fisk pressure, and threaten Inside Job. Also being able to Rebirth into Leela is super handy. But honestly, I've noticed in the few (not enough yet) games against NEH FA style decks, they are put on the back foot by Turning Wheel (TW??) when they realize if they can't defend R+D, they'll be in such a hard lock it's not even funny. Being able to reliably access 5-7 cards deep every 3 turns is silly good. They can, of course, lucksack their way into the tools they need before the lock, but that's true of any FA.

If HQ or R+D has a rezzed outer ice, oh well. Try not to let the other of the two also have the outermost rezzed unless it's the 'final super dig' kind of run. Otherwise all that does is turn off the TW counters easy mode. You can still camp remotes and undefended servers for jack-out freebies.