IG reworrk

Eji1700 41

Copied the skeleton form here (all credit goes to GrantZilla for making something that works in the first place): http://netrunnerdb.com/en/decklist/27680/trash-pandas-1-5

Concept:

Aggressive IG build more focused on threatening the flatline and wasting runners time trying to stop that (amongst other things) than just powering out assets and playing shells games. Also it's sorta fun to basically dare the runner to run R&D since you might benefit as much as them.

Agendas:

The Future Perfect- need 3 pointers for deck space, and it's one of the few agendas that might actually be safe in the archives.

Fetal- a really nasty surprise to runners who dive R&D when you're less than 4 credits assuming they're safe from snare. The extra cost to steal is nice as well, although I could see swapping it for NAPD which is just harder to steal and more taxing.

3 pointers +medical- all of these are wonderful since you can easily asset spam in this deck. Dropping a 3 pointer and leaving it to be scored later can surprise the runner, and checking all your assets is both risky and time wasting. Beyond that Chronos/Phil have obvious upsides, while medical even allows fast advance wins in tight games.

Assets

Allele- one of the stars of the deck. You don't think it's amazing until your realize just how strong it can be. Grabbing a snare/shock back into hand, pulling agenda's out when you don't have a jackson, putting space camps in when they don't expect it, etc. It also allows some easy combo's once you've got your late game economy. If you've got quite the trash pile already don't be afraid to just throw this on the board because it's a great space camp target.

Genetics Pavilion- You could play a few other things here, but the goal is to have something that'll slow the runner down and piss them off to no end. They'll either spend a fortune to trash it or have to dive into archives wasting more time and resources.

Jackson- Even better then usual. Obviously protects archives, but he's a great way to overdraw your hand and start upping trash costs.

PAD- I run 3 since I dropped the medical clinics from the original list. Drip econ is wonderful and no one wants to pay 4 to trash these, let alone whatever obscene cost you're going to have them at.

Shock- they'll rarely kill anyone but they will often slow them down. Or they'll snipe I had worse out of 5 cardhands because netrunner secretly hates you and you know it. Either way 3 of these in archives makes it very costly to run.

Snare- Only 2 was a great call by GrantZilla as you won't quite have the econ for most of the game to always be floating 4 credits. Still it's scary as hell for your opponent and switching one of these into your hand right as they get into HQ is just evil (and then you can jackson out those agenda's you just ditched!).

Spacecamp- I can FEEL you judging the deck because of this, and in truth it's actually the soul of it. This is SO much better than shi-kyu IMO and what drew me to Grant's skeleton in the first place. The synergies with Repression, Ice wall, and all of your agendas are awesome, and I'd much rather get free advancements when they finally dive my archives/hit R&D then waste money trying to kill/set them back with Kyu. It's not always perfect, but the tempo this can bring is immense.

Turtlebacks- Supports your asset spam and really opens up your econ late game. Turtles have the advantage of being expensive to trash even at base levels which tends to make them stick around (or open scoring windows). Makes useless late game ice/assets much better as you can just install them in a new server for 1/2/3

Upgrades:

Ash-Econ and higher trash costs?! I'll admit he's a little weaker than i'd hoped due to how unstable your early econ is, but you can throw him in a new remote to make turtle money, drop him on a central, or use him to make a scoring server. He does have some nasty situations where he just locks the runner out for 2 or so turns as they can't even handle his trash costs.

Caprice- so i hear this good card is good.

Cyberdex- A lifesaver vs decks running medium and other virus spam. I'll absolutely install this facedown and trigger it just before an access/combo to screw with plans, and if it hits them in R&D all the better.

Operations:

An Offer You Can't Refuse- better than expected. With Allele to grab cards from archives I feel I only need one of these, but its already won me games. There's obvious stuff like forcing a run when you're on 6 points to waste a ton of resources or score a kill, but my last win came from offering my hand at 5 points (which had a snare), going to 6, and playing out the turn. Then they ran archives and went to 6 points off a future perfect, then I used my last 3 credits on my turn to score out the Chronos project that had been face down for 3+ turns. Further with a larger credit surplus and some agendas + trick of light you can do crazier things (offer for 1, ToL 2 tokens + advance and score for 2 to win the game from 4). It's tricky to use right, but very very powerful.

Subliminal Messaging- one of my major additions to the deck. Very very often these won't go off, however they're nice targets to get back from repression when you're forced to pop it, and the forced runs on the runner can slow them substantially. Just by playing these you get to (ideally) waste 1 click of the runners every turn starring at your 10 to trash turtlebacks again. Now more often then not they'll have things like laundry, bank job, security testing, etc that offset the blank run,but so far I've been pretty damn happy with it. Should they be a slower runner type trying to get their rig up it'll usually net you quite a few credits or allow you to reset your archive trash costs when you ditch two of them from hand + whatever else you overdraw.

Trick of Light- It allows some niffty combo plays and a couple of nasty fast advance wins, but I found it a little inconsistent since I changed the deck, thus I put it at one to help me sneak something out early or close something out late. Still a very good card.

Barriers:

Ashigaru- in a deck that's often got 5 cards in hand at the end of the turn, this is very obnoxious to break. That said i'm considering dropping it as you often won't have the money for a 9 cost ice (but when you do, or when you get it out early, it's amazing).

Himits-Bako- cheap ETR is always good, and Bako's effect already has a ton of advantages. Turtlebacks however gives it one more. If you're really in a pinch and NEED 3 credits NOW but only have one (or need 3 more but can spare a click), you can bounce the Bako and play it to create a new server (assuming you didn't have some other option) and turn that 1 into 3 (gain of 2 credits for a click). It's a very niche play, but it has come up as an option more than once in my games, and I suspect one of my early losses was from not noticing this line of play.

Ice-wall- Great cheap ETR ice that also holds tokens for camp/ToL shenanigans. Always awesome. Rush something out early, buff it up to keep the server annoying, and then ToL some tokens off late for the win.

Code Gate:

Crick- it's really really good. Not much else to say. The plays you can make because of this are astounding and it essentially locks people out of archives early game. The second one is usually Yog bait, but sometimes it pulls weight (otherwise just ditch it or turn it into turtleback money).

Sentry:

Cortex Lock- it's a slightly cheaper much stronger Komainu for most purposes. Falls off heavy in the late game but doesn't die nearly as easily to things like parasite. It'll slow people down early but it's pretty much trash/Turtle fodder in the late game.

Tour Guide- If they run parasite this is risky (shiv, cujo, and switchblade too, but those are less common). If they don't this is a god. I'd love to run more but it's just too weak to parasite or bad opening hands to really be useful, but in the mid to late game vs super breaker suites it can be a very nasty surprise that will easily have upwards of 4+ routines on it.

Future Testing:

Sundew has obvious potential in such a deck even if it's a little more risky. I'm still screwing around with the ice (I don't feel most of the other advancement token ice is worth the influence cost, and i'm not sure about the steup as is). Further there's a couple of ambush cards that could be quite good in such a deck (overwriter/junebug). I'm positive this is far from competitive (and likely worse than the deck that inspired it), but I do believe there's hope for a more aggressive IG.

1 comments
24 Oct 2015 GrantZilla1979

@Eji1700 Appreciate the callout but I'm FAR from the first person to make IG work. :)