What Have I Become, My Sweetest Friend? v1

Chappers 508

I had the idea for this deck a while ago - then I built it, won three games at my local weekly Netrunner-in-the-pub night, and immediately realised two things:

  1. I would never have any friends left if I continued to play this deck; and

  2. I had no desire to continue playing this deck because I have no desire to pretend Netrunner is actually Solitaire.

Since then, at least 5 people have had the same idea (publishing 7 decks between them) but I still prefer my approach so I thought I'd add it to the mix.

The idea behind this deck is very simple. It contains nothing but the following:

Combo pieces: Your combo is Au Revoir, Snitch, Data Leak Reversal and John Masanori. Once those cards are set up, your turn consists of the following:

  1. Click 1: run on a server, use Snitch and then immediately jack out. You will gain up to 3 credits (depending on how many copies of Au Revoir you have installed) and a tag from John Masanori.

  2. Click 2: use Data Leak Reversal to trash the top card of R&D.

  3. Click 3: use Data Leak Reversal to trash the top card of R&D.

  4. Click 4: clear the John Masanori tag.

You will repeat the above until one of three things happen: (1) you've milled enough cards to deck the Corp or win with an Archives access; (2) there is nobody left who is willing to play Netrunner against you; or (3) you have lost the will to live and no longer want to play Netrunner yourself.

Bonus combo pieces: Crash Space enables you clear the John Masanori tag at the cost of only a click. Joshua B gives you an extra click to mill every turn, and New Angeles City Hall allows you to avoid the tag from Joshua B at the end of your turn so that the Corp can't trash your resources on its turn. You're almost certainly never going to score an agenda so you New Angeles is unlikely to get trashed.

Card Draw and Tutoring: The deck includes 1x Diesel, 3x Express Delivery, 3x Hostage, 2x Quality Time and 3x Logos. That's a lot of card draw and tutoring. Its sole purpose is to ensure that you will find your combo pieces very quickly, particularly when combined with Andromeda's 9-card starting hand size. Once you've found the combo pieces they're dead cards and fuel for Faust.

Money: The deck includes 3x Sure Gamble and 2x Easy Mark. These are there solely so that you can afford to install all of your combo pieces before the 3-creds-a-turn Au Revoir train starts up.

Breakers: Faust is perfect for this deck - you have lots of card draw, and there are only 8 cards in the deck that you actually care about, so the rest of your deck is just fuel for Faust. Logos also gives you plus-one hand size, which is helpful.

Miscellaneous Inclusions: Early Bird gives you an extra click to let you mill an extra card 3 times a game. Feint and Inside Job guarantee that you can install Data Leak Reversal even though you are all but guaranteed not to have a breaker out until you're just about to use them to get into Archives. If you really feel the need, Inside Job can also get you into a scoring server if the Corp decides to score an agenda having been lulled into a false sense of security by your complete lack of breakers and apparent desire to treat Netrunner as a game of Solitaire with an unwilling partner.

The only real risk in playing this deck is that the Corp will see 7 points of agendas before you mill them and then score those agendas out whilst you continue to mill. If the Corp starts Jacksoning frantically to find those agendas, that plays into your hands as your opponent will be helping you to deck him- or herself. There is almost no way for the Corp to interact with you at all - once your combo pieces are installed you ideally shouldn't be making any successful runs at all until you're ready for the winning Archives access, and pretty much every nasty thing the Corp can do to you (SEA Source, Midseason Replacements, Neural EMP, whatever) relies on you having made a successful run of some sort.

The only card I can think of that counters this deck is Executive Boot Camp, but even then only if there's no rezzed piece of ice that you can just bounce off, which is likely except against RP.

I'd like to think that nobody reading this is a terrible enough person to run this deck, but I'm sure I'm wrong on that. I apologise in advance to anyone you may ultimately play against, you terrible person.

And which song are we referencing today? - it's Hurt, by Nine Inch Nails and (even better) Johnny Cash. Should you feel the need to play this deck, I implore you to ask yourself: "what have I become, my sweetest friend?" and weep.

5 comments
3 Aug 2015 Bigguyforyou518

I would be curious to see the math (largely dependent on the average # of turns it takes for your combo to come online) on how many turns on average it takes this deck to mill the corp to death (assuming the corp isn't overdrawing).

3 Aug 2015 Chappers

I don't think there's necessarily a way to run the math, because it's not just a question of how likely you are to draw the relevant pieces but how quickly you're able to get the combo up and running (which isn't straightforward - for example, you can accelerate your card draw with Quality Time but you need to be able to pay for it first).

Thankfully, because this deck basically ignores the Corp, it's pretty easy to just run some simulated hands and see what happens.

So because I have no life and I'm as curious as you to see what happens, I'm working my way through sample opening hands/early turns and trying to come up with a rough guide to how many turns it takes to set up.

My methodology is to draw an Andromeda hand using the NetrunnerDB draw simulator and then "play" the first few turns until the full rig is set up, then note how many turns it took to get there.

For the sake of simplicity I'm making a few assumptions that may or may not be accurate in a given game:

(1) There will be an unprotected central server to run in order to install Data Leak Reversal; (2) The Runner will completely ignore the Corp and won't, for example, try to steal an obvious agenda in a remote.

I'll report back when I've simulated 100 games.

And I'm not kidding about that.

4 Aug 2015 Bigguyforyou518

God speed, friend

8 Aug 2015 Chappers

OK. I gave up after 50 simulated games but I think it's enough to reach some general conclusions. There are some issues with the numbers, however, in particular that (1) it wasn't possible to properly simulate Express Delivery, although my feeling was it hurt as much as it helped so it probably will even itself out; (2) same goes for other tutoring cards, like Hostage, in certain circumstances; (3) this presumes that I found the optimal play in each situation; and (4) I didn't mulligan, even though a fair few of the opening hands I definitely would have in a play situation. For these reasons I would suggest that in practice it should be slightly faster.

The measure I used was "clicks spent before you can begin milling" (hereafter "CBM"):

(1) Mean CBM was 15.04

(2) Median CBM was 14.5

(3) Mode CBM was 17

(4) Highest CBM was 35 and lowest was 6. That said, 35 was a pretty significant outlier, with nothing else even close to that figure - the next highest was 24.

I've already revised the deck to try to improve these numbers - I'm testing the deck tomorrow and I'll post an updated list afterwards.

13 Oct 2015 Chappers

Version 2 is now live :)