The Snitchiest Exotic Earthrise Hotel

BTrain 2971

All credit for this deck goes to afishisborn, and I have a huge appreciation for the amount of testing and work that went in on his part to make this burgeoning archetype into what it is. Hats off to you, my good Fish. I'm only hoping to add to the discussion of what will likely be a golden standard of runner decks for a good time to come.


There's no doubt Snitch/Au Revoir is a monster of an economy engine. It gets you money like no build I've ever seen, and more importantly, it makes sure you're hardly ever hitting ice blind. At its core, the deck is rock solid, and it poses a serious threat to any corporation. But it can have trouble getting off the ground, which is a problem I've been trying to crack. So I've tinkered with some changes over the past week or two and I think they really smooth out the way this deck plays. Let's first take a look at how we've reassigned the influence.

HQ Interface. This went in as a replacement for Vamp, which, while being a card I absolutely love as a Kit player, felt awkward in this deck. There's no doubt it's powerful given how much money you can print, but oddly enough, Vamping rarely felt like the smartest line of play. If you're at the point where you can fire off the successful Vamp against a glacier deck, then you're almost always in a position where you have them remote locked, or are pressuring centrals so hard they have no choice but to respond. And by the time it feels like you're ready to drop it against a fast advance deck, they seem to have enough asset economy to get back up and running despite the credit hit, making it a weird tempo trade that I'm not convinced falls in your favor. Again, having run 2 copies of it in a Magnum Opus Kit, this card can and does win you games, but since this deck already wildly outpaces corp econ (as compared to Mopus that can go toe-to-toe but still needs to look for Vamp windows as a backup), and since it lacked any form of HQ pressure, slotting in the HQI felt like the right move, and ultimately I'm very happy with how much work it does.

Corroder, the road to which was long and winding. Original tweaks involved dropping Stimhack (after a lot hemming and hawing) and putting Express Delivery in its place. Given how fast this deck wants to set up, and how reliant it is on having your non-tutorable Personal Workshops online as early as possible, I found myself wanting even more draw power. As I played more, I found Express Delivery to be decent enough most of the time, usually getting me a piece I needed and if nothing else getting me a shuffle (shhh, I know it doesn't help, but darn if it doesn't feel good to mix up a deck that's not playing nice). And so it stayed for a while until I ran into another problem that all Shapers are familiar with: a sustainable fracter solution. Lady is brilliant until you get matched up against a grail suite, and Snowball, unfortunately, is Snowball. Inti has never floated a single boat of mine, and so I started wondering if I couldn't spare two influence to fit the ever-loved Corroder into the deck, and I took a hard look at the newly included Express Delivery. At first, it came across as a middling trade - more expensive to get through Elis , a sacrifice of draw power, more reliance on a tutor to get the sole fracter on the table, and - wait. The what? The sole fracter. Including Corroder meant FOUR MORE card slots available that could go toward upping the deck's utility. And so we say "Welcome" to our dear Anarch ambassador.

What did we add in its place? More tutoring, and most importantly - more draw. This is one of the most important concepts I've come to realize with this deck, and it's something I'm still struggling to balance: "In a deck where clicking for three credits is possible, we incur a very real opportunity cost every time we click to draw." I won't be going into a super deep analysis on this one, but even taking the tired line of thought that 1 click = 1 credit, we have to consider the growing downside of drawing when 1 click stops equaling 1 credit, and starts equaling 3. To get around this, the obvious answer becomes Earthrise Hotel. A card that gets debated on the reg for its efficiency. Earthrise is the perfect fit for a deck that wants to spend time doing far more profitable things than drawing. If you have a full econ engine up and running, Earthrise nets you 11 credits in clickless draw (14 if you don't count the opportunity cost of 3 credits you could have made on the click you actually install it), and if you don't have that engine up, it'll help you find it.

I then slotted two Test Runs into the final spots. Scavenge was already in, but it had been pulling double duty between Lady and Femme. Now it can be used to combo out Torch or Femme (thereby circumventing the problem we ran into by taking out Stimhack), and to reset a Femme token without having to worry about whether you'll be able to restock Lady with enough counters to get through that pesky double Ice Wall-ed server more than twice. And even without Scavenge ready to go, let that breaker - or even that piece of your econ engine! - hit the top of the stack and then plop it on a Workshop when you draw into it next turn.

So this deck is running a number of key changes to the Snitch/Au Revoir core we've come to know and love. What do you like? What can be done better? Can't wait to hear your thoughts and see where this awesome idea heads next!

28 comments
19 Mar 2015 lolpaca

Excellent work. I'd just about given up with my version of this - it was the shizzle when it got off the ground, but so many games I just spend drawing and waiting for the right stuff to come up while the corp scored and got ahead. This gives me an incentive to give it another try.

19 Mar 2015 FarCryFromHuman

I wonder if replacing FF and HQI with Garrote and another RDI would be smart? As your only killer femme is just not efficient... but do the credits even matter? It seems with more consistent R&D lock you wouldn't need multiple accesses on HQ, but the utility of making runs on both servers count is undeniable, even though getting your HQI may happen pretty late into the game.

I really like Earthrise Hotel here, that seems like an excellent call.

19 Mar 2015 lolpaca

Just wondering, were you ever tempted to take out Box-E? I ended up going with The Toolbox in mine, but I was never sure if it was the right decision.

Also, I think Escher really shines in this engine. When you know the cost, type, strength and subs of every single ice on the board - rezzed and unrezzed - it allows you to spoil the Corp's day in all kinds of marvellous ways.

19 Mar 2015 BTrain

@FarCryFromHuman I would LOVE to get a Garrote in here and it's something I've been trying to make happen, but the biggest constraint is that it's such a memory hog at 2. With Scavenge, and to some degree Test Run, this deck can leverage a pretty flexible Femme token; if you've no way to Scavenge it, and NEED to get in somewhere that same turn, install over the Femme and Test Run it back out of the heap. I just feel like overall Garrote is really going to slow you down in terms of rig-building, but who knows - by taking out two cards to fit it in, you'd be able to add another CyberSolutions which could alleviate some of the problems. Try it out, let me know what you think!

20 Mar 2015 afishisborn

@BTrain I like it! I think the HQ Interface is exactly the card I've been missing in my build. So many games I've had where the win was in HQ but I just couldn't make my accesses count. Also, the extra draw power of Earthrise Hotel is solid; I was debating Quality Time v Earthrise for some time, but for some reason, it never occurred to me to put in both.

I will say in defense of the Ladies that one advantage of having so many fracters is that, even without tutoring, you're pretty much guaranteed to be able to plow through barriers. However, the single Corroder is much, much cleaner, and the open deck slots certainly look nice.

Anyway, if I had to make any suggestions, it would be that test run never seemed to pull its weight in earlier versions of this deck. If it works consistently for you, than I immediately withdraw my comment. However, if there are cards you want to fit in, that's where I would look first for cards to cut.

20 Mar 2015 afishisborn

@lolpaca I think the problem with The Toolbox is that getting that memory out early is sometimes very important, and even with the rig up, Toolbox is a huge tempo hit. Box-E is just so much more reliable early.

That said, I don't know why I never thought to put Escher in. That's very clever, and bears experimenting.

20 Mar 2015 lolpaca

Yeah, I found the same thing about the tempo hit, as lovely as Toolbox is. Just thinking, as this version doesn't use Stimhack, the extra hand size isn't so necessary (though it is still useful with all the draw, and makes decent Scorch>Traffic Accident protection too).

20 Mar 2015 BTrain

@afishisborn You know, I thought Test Run wouldn't be worth much either, but after it won me multiple games at our local Netrunner night, I think it's too good to pass up. This deck is heavily reliant on Personal Workshop, which is a fantastic way to get breakers into play for cheap, but it comes with the downside of telegraphing what's coming down the pipeline, usually giving the corp at least a turn or two to prepare. But with Test Run, you now have the ability to grab a Femme out of thin air and bypass an ice the corp knew you couldn't break. It's marvelous. And if you don't have the Scavenge in hand, it's no big deal. Just draw into that card next turn (this becomes even better if you have an Earthrise out), and slap it on the Workshop.

Against people I don't play with often, the surprise factor alone of Test Running a Femme usually ends up getting me at least one agenda a game; and against people who know the deck, it makes them really slow down and think about their defenses, giving me time to build.

20 Mar 2015 ccie8020

I've also been working with TR/Scavenge as well and like the extra tutoring to get the econ engine up and going. Haven't tried Earthrise yet but love the concept.

I too tried dropping the Stimhacks but missed the tempo boost way too much. It's like getting 3 free clicks to clear PW or even help SMC torch. Torch is just a rock star.

I can't part with the Ladies but I did drop Zu and Snowball for Mimic. Running Deus over Feedback Filter is personal preference but Leprechaun over Mem Chip is my favorite add. Tutorable in a pinch and makes a great landing pad for SMC.

I also have to say major kudos to afishborn for creating the core of this amazing build.

20 Mar 2015 ccie8020

One other thing. With everyone being so sloppy with their Jacksons these days, playing a Hades Shard from your hand at the right time almost always nets 2 AP (14 AP is my record for one HS.) A lot of players out there don't even know that there is no window to Jackson if you play it from your hand.

23 Mar 2015 TechnoZ

So I keep seeing these decklists, and keep thinking to myself "ugh, another slow gimmicky Econ deck that would simply be better with opus", but after all of the big talk and hearing continuous comments such as "there is no doubt that snitch/au Renoir is a monster of an economy engine" I am wondering if I am missing something. Could someone give a more explanatory post about how this combo is so strong? 4 Mu of programs for 6 creds that just give you a "click: gain three creds" doesn't seem all that great to me.

23 Mar 2015 BTrain

@TechnoZ It's not just that you're gaining 3 credits for a click - which is amazing enough on its own; that's 150% the efficiency of Magnum Opus - you're finding out every piece of ice you're about to go up against. Once you get Snitch on the table, the corp has nothing it can hide from you save the ice it's managed to stack over before you started getting paid to learn what they're going to rez.

Is it slower than Opus? It can be, and as I said, consistency is the key problem with this deck (a problem many of us are working to crack), but once it gets up and running, it's nearly impossible to stop. The corp can't outpace you with money: you can print 12 credits a turn. They can't surprise you with ice: you already know what it is.

If you haven't played a variant of this deck, play it a few times to see what it can do. Better yet, play against it, and see firsthand just how much it throws the corp on tilt.

23 Mar 2015 Dydra

Cheers BT, decent deck :) as always ... I'm doing some Snitch decks myself ( with Blackguard in it), but need to throw some testing this week before posting :P

2 Apr 2015 umchoyka

Nice take on the Au Revoir deck

What's the memchip for? With Box-E and CT's inherent memory, you have 7. 7 is enough for super mopus (4) and full breaker suite.

I think I'm going to cut it for some event econ.

4 May 2015 DrunkAlex

After playing 6-7 games with a similar deck I've got a few remarks and questions:

First off, as others have said, the Earthrise hotel is a good addition. I find it a better alternative in early game draw to QT. Once you have Box-E set up, it becomes a great buffer for QT and net/meat damage protection.

2nd, isn't PW a little bit out of place? PW and Stimhack is an excellent accelerator, but once you remove Stimhack it removes the entire surprise factor. With no stimhack you are better off Test Running+Scavenging both Femm and Torch (as added bonus, you can ditch it in the trash for later use). The Au Revoir econ is strong enough to install the interfaces without PW. In my own deck I've replaced PW with Daily Casts and it feels like the 2 extra credits gives me more flexibility with the cards in my hand without telegraphing my plan on a PW.

Finally, how often do you really use Feedback filter? The brain damage protector is nice, but Box-E helps protect you both from both brain damage as well as net damage (and you have no stimhack that eats your hand size). Also, moments of more than 6 damage is rare and often avoidable with experience. I find the card spot would be better served elsewhere, like an extra R&D Interface.

11 May 2015 Shiiuga

I'd be more inclined to run The Supplier than PW if you can spare the influence. Possibly as well as. It saves you money on more cards, and you seem to have a way to summon all your programs for next to nothing anyway.

If you can spare EVEN MORE influence it's even tutorable ;)

17 Jun 2015 Chio

The PW are great for dumping things on to get drip econ while you are madly drawing to set up the super mopus. I really like it.

@BTrainHave you tried out Daily Casts instead of Sure Gamble. In some testing against quicker decks I have had to go supper low on creds while drawing for setup.

I feel like Daily Casts may be better econ than Sure Gamble during setup, especially combine with the tendancy to set up PW and just drawing through.

I do feel a string pull to change out Corroder for something in faction and find a space to add in a Stimhack or two ... but... Inti? Snowball? ....

Also, with as much draw and as much setup, I have run out of cards against some Jinteki: Personal Evolution decks that just tax cards rather than credits. In those matchups, the Feedback Filter is priceless. usually end with maybe 4 cards in deck after preventing a good 10 net damage.

Love the deck, planning on taking it to local regionals soon.

17 Jun 2015 FarCryFromHuman

@Chio: The more I look at Snowball vs Corroder in shaper goodbye and drip econ decks the more I like it. The install is steeper but stacked barriers are growing more common, it's only 1 less efficient (and more efficient if barriers are stacked specific ways), and this archetype straight up prints money. I can think of a thousand uses for that 2 influence.

17 Jun 2015 Chio

@FarCryFromHumanI know right?

1 less efficient is ok most of the time ... a single huge barrier as Blue Sun might play could be annoying... but.. It would be annoying anyway.

My biggest problem with making that switch is the card slots for what I want to do with the 2 influence. I think 2 x Stimhack is likely what it will be... but.. do I drop some card draw? Do I drop some card daw and one PW?

Hmm... think next weeks testing will be -1 PW -1 Corroder -2 QT, +2 Stimhack +1 Snowball +1 Earthrise. Also ... maybe swap Casts in and Gamble out.

Earthrise vs QT is tough as well... might be better with 3x QT and 3x Earthrise if I have the stimhacks back. Drop the diesel for more power draw since stimhack can just kick start the smopus so hard.

17 Jun 2015 FarCryFromHuman

@Chio: Since we are talking breakers what about 1x Study Guide instead of 1x Torch and 1x ZU.13 Key Master? If you already have Goodbye set up by the time Stimhack shows... you basically ignore most code gates for the rest of the game. If not, it's basically a Zu when you install it and a Torch once you upgrade it.

17 Jun 2015 Chio

@FarCryFromHumanOooh... actually... I love that.

Study guide is awesome anyway. The ... hmmm... you know what. I think I am over valueing cheap install cost on breakers in this deck.

ZU.13 Key Master is awesome because its a 1 drop. Corroder is a big gap better than Snowball because 4 to SMC is MUCH cheaper than 6 to SMC.

But ... you always seem to SMC and Clone for Au Revoir and Snitch. So, install cost kinda matters a lot less considering its a single snitch run to make up the difference.

That along with possible drip econ installs and ... yeah...

So .. most rig based decks have issues with warp speed corps. My current warp of choice is this netrunnerdb.com

This deck did ok against that in testing earlier tonight. I wanted to add the Stimhack back to make that matchup better. It seemed that it was not as bad as I expected. Stimhack in and more expensive install codegate breaker might equal out... so ... yeah. I like that plan.

17 Jun 2015 FarCryFromHuman

@Chio: I've been experimenting a lot lately with changing my preconceptions about the classic "best breakers" versus shaper breakers. How much better than Snowball is Corroder? How much better is ZU.13 Key Master/Gordian Blade/Refractor than Study Guide? How much better is Femme Fatale/Garrote than Creeper? The answer obviously varies wildly by deck, but the influence savings can be huge if you check your assumptions at the door and evaluate each breaker on a deck-by-deck basis. This deck felt like a good exercise for such. Let us know how your matches go!

17 Jun 2015 Chio

@FarCryFromHuman yeah, I mostly main exile actually.

So I have spent quite a bit of time evaluating things with slightly non-standard setups. I tend to fail at deckbuilding by comboing too much and not just getting the basic pieces.

Have been mostly net decking recently, to see how the more moderate decks function, but I when an idea is great, its so hard to not tweak it just a little bit to your own style :-D.

Speaking of ... extra card slots have led me to change quite a bit... I will have to see how it go's but ... Im onto battering ram and an akamatsu since there is always a Box-E close by.

Thanks for the ideas, dont know why I didnt consider my favorite decoder for this.

26 Jun 2015 Chio

My changes got complicated and far reaching eventually.

The gist of it is this.

Study guide instead of Zuul and Torch saved me a card slot.

Battering Ram instead of Corroder saved me 2 influence.

And finally.... and most Shockingly ... Creeper instead of Femme saved me another influence.

This let me swap some things to run 3 stimhack and 3 daily cast. I swapped casts in for Sure gamble because the place economy cards are most useful seems to be during rig setup and with draw costing money in many cases I found it hard to get back above 5 to play the gamble.

The drip econ from casts is however plenty to install some parts as they come up.

I also dropped the Cybersolutions mem chip for a akamatsu, since usually you can get a Box-E installed before building too much rig.

For those keeping very close count ... I also dropped 2 scavenge for the added economy cards. Since the scavenge testrun combo doesnt really have great targets in this build.

Tourney will be tomorrow, we will see how it goes then. I still struggle with priority since I am so used to playing heavy disposable toolbox decks in Exile that I overvalue clicking for cards a lot. But I am getting better with some more practice.

26 Jun 2015 FarCryFromHuman

@Chio Good luck! Can't wait to hear how it goes.

30 Jun 2015 Chio

OK, so ...

Smallish tourney, only 16 players. I narrowly missed top 4 due to a time win as corp in the first round. I made it up to 6 points in 8 minutes we had to play the game, I'm proud .. but ... it doesnt help much.

As for the changes. I liked them. Creeper which Im sure a lot of you are worried about did not in fact just lose me games. In fact I went 2-2 on the day as runner.

Of those, 1 loss was an insane play by the corp where he ended the game by going Biotic -> Biotic -> fast track -> score an ABT. After not rezzing a single piece of ice. I needed 1 more point, and I simply didnt see it. The other loss was due to a stupid missplay on my part running through a Data Raven into a NAPD.

The two wins were against a Blue Sun glacier deck intent on setting up IT Dept . I managed to test run a breaker unexpectedly to steal an early Pri Req which set me up for the eventual win.

The final game was against a RP deck. This was where creeper could have sunk me. First turn installed a Tsurugi on R&D. 8 credits a run is scary, but... I could still easily break it every 2 turns along with applying some other pressure. The stimhacks to bypass ELP really helped out during this game.

Those are the specifics. In general, I felt that the Daily Casts performed a lot better than Sure Gambles. Seeing one or two early really sped up finishing up setup. A single econ click and then install really sets up a powerful run next turn.

There was not much to test my study guide, the single tollbooth I encountered was actually never rezzed. I liked the guide as a possible sink for Stimhack credits later in the game.

Most of my games seemed to not feature much breaking of ice. I think it could be good to consider even more inefficient breakers that can be installed for even less.

It may also be worth running even more card draw, my most dominating performance as a runner on the day had me never clicking for a single draw. Yes, 3 diesel, 2 quality time and 2 earthrise is enough to draw all but 4 cards in a CT deck, but spreading them wider or running something like Express Delivery that allows you to fetch the single piece you need might be a consideration.

Difficulties were basically down to draw. In a few games I got all the clone chips and none of the SMC until much later. That really slows you down here since you really want to get Snitch and Au Revoir up as early as possible.

My overall feeling about this deck is interesting. It doesnt apply much pressure in the early game, but it seems to be set up to absolutely minimize the middle game. When your Bye Bye is set up, you already know what breakers to install to neutralise the protection the corp has set up. And you often already have the tools to set up those breakers as well.

This is a bit different from Prepaid Kate which pressures fairly consistantly and scales with the corp into a powerful lategame. But really doesnt change the pacing of the game much.

I like it, but, I think I will head back to trying some new tech with Exile for the moment. I find the big rig up and stop drawing style very difficult to play.

30 Jun 2015 FarCryFromHuman

@Chio: I'm glad the changes seemed good at least! If you are looking for new tech, I got absolutely stepped on by a MaxX Faust deck last night. My head is still spinning from it. I'm working on an Exile Faust deck as I type this.

1 Jul 2015 Chio

Oooh, that is interesting, we are still waiting for Chrome City here in South Africa though ... So that will have to wait.