Legality (show more) |
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Standard Ban List 23.09 (latest) |
Standard Ban List 23.08 (active) |
Rotation |
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Pre-rotation decklist |
Packs |
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Core Set |
What Lies Ahead |
Trace Amount |
Cyber Exodus |
Humanity's Shadow |
Future Proof |
Creation and Control |
Mala Tempora |
Double Time |
All That Remains |
Data and Destiny |
Card draw simulator |
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Odds: 0% – 0% – 0% more
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Repartition by Cost |
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Repartition by Strength |
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Derived from |
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None. Self-made deck here. |
Inspiration for | |||
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PanchaKit | 4 | 2 | 2 |
Not the Same Old Kit | 0 | 0 | 11 |
Kit² : one breaker to break them all | 0 | 0 | 15 |
Include in your page (help) |
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Ice<T>
(MWL-Legal)
The deck is based around three simple observations:
To get the boat-load of money required to get Security Nexus out, with sufficient , and an efficient breaker suite, we'll rely on Magnum Opus.
A side-effect of this deck's construction is that it side-steps many of Rielle "Kit" Peddler: Transhumans fundamental weaknesses, but this is another topic, for another day.
Security Nexus is expensive. Modded and Magnum Opus to get it out.
To use Security Nexus effectively, we have to have a significant amount of , and our base is 0 . Thus, we have 3x Rabbit Hole, and 1x Dyson Mem Chip.
Other options for more that could replace Dyson Mem Chip include Access to Globalsec and The Helpful AI, but neither of these combo with Modded. Additionally, Dyson Mem Chip's extra helps early game if we don't draw into our Security Nexus to enable Magnum Opus + cheap decoder + Self-modifying Code.
We want to be streamlined, and not rely on much , so we'll rely on Torch rather than Refractor. To get the Torch out, we're cheating it out with the Test Run/Scavenge combo.
This combo is not fast enough to provide enough early pressure, so we have ZU.13 Key Master for a cheap face-checking answer on any server, and Cyber-Cypher to consistently threaten R&D early, and to threaten the remote. The latter combos with Scavenge well.
To stretch the investment we make in Torch further, and further empower the "one breaker to rule them all", we add the Paintbrush late-game.
Late-game, we're shooting for some subset of:
Early game, a Cyber-Cypher on R&D or the remote does work. Tinkering adds remote threat early on. Stimhack adds quite a bit of burst that adds threat that normally isn't present in an Magnum Opus deck.
When using Security Nexus, the threat is contingent on us having more s than the corp. If not, they can cause the Security Nexus to fail. This is another motivation behind Magnum Opus, and is the hardest constraint to play with in the game.
R&D is a consistent threat, and getting an early R&D Interface with a strong The Maker's Eye run is common. Late game, 2x R&D Interface and The Maker's Eye runs win the game. Early R&D and HQ attacks serve the second purpose of getting scouting information for which ICE are possible where. This is essential for the next item...
Escher is used for one of two things.
These are used in different situations. We err toward the latter if the corp is on game point. We err toward the former if they're far from game point, or if we believe they don't have the agendas in HQ.
I've been playing this deck for 1.5 months, and I've found that this deck plays in a number of distinct phases:
The worst match-ups, given the setup speed of the entire rig, are against rush decks. It is not uncommon to use a Self-modifying Code for a Cerberus "Lady" H1, and draw for one of the decoders. Together, these provide most of the necessary access and disruption to slow down the rush. Against astrobiotics, we have the money to trash the sansans, and we need to. If they score the early astro, winning will be hard, but is possible. R&D Interface and The Maker's Eye win it for us. We don't focus on getting Security Nexus out against these decks. The rig is often just conventional breakers.
Similarly, -rush is tough. You have to be OK losing the first 3 points and focusing a little more on rig. The up-side is that while constantly forcing rezzes, these decks often don't have enough money. Just make sure that you can switch to remote sniping on a dime if they drop an Oaktown.
SYNC and Spark aren't that bad to play against due to Magnum Opus and high .
Haarp is often a loss. 24/7 is annoying. I don't like Plascrete Carapaces. If you don't want to lose against these decks, then include 2.
I don't see RP being played that much, but I can only imagine this deck does not fare well at all against it (i.e. normal Rielle "Kit" Peddler: Transhuman). GS Shrike M2 is a key card if they are on Komainu/Tsurugi. Self-modifying Code for GS Shrike M2 early on is typical. If RP gets popular again, we'll need Film Critic and likely Councilman.
IG is a decent matchup due to Magnum Opus and Chronos Protocol just means that you need to sit back before key pieces are out so that they aren't sniped. ZU.13 Key Master remains useful (as a cloud program) as good Power Shutdown protection.
The best current match-up is against foodcoats. They will likely get an early Eve or Adonis, and that is fine. It has the effect of buying us time to get our rig up. Force rezzes everywhere, and don't let them get econ after the initial tick-down. These decks have so much expensive ice, that Escher is often gg.
The most wanted list obviously hits Rielle "Kit" Peddler: Transhuman as she has such a small pool of influence. This deck only uses Cerberus "Lady" H1, making Rielle "Kit" Peddler: Transhuman's influence effectively 9.
The necessary uses of influence are
This leaves us one additional influence that is effectively a flex slot. Options are:
Because I'm old-school, and have been playing Magnum Opus for all of the times, I'm taking the simple answer and going with Stimhack.
The breaker suite of this deck is odd. You run through most ice with a single breaker and a console, regardless of the type of the ice. However, the corp catches on to this, and will triple ice servers. At that point, you need an answer to the third ice. The difficulty with most decks is that it is quite difficult to ice 3 deep on 3 servers, especially when 1/3 or more of your ice is effectively blank (all code-gates).
Sentries bin into five categories, each with different answers.
Trace 'em - Assassin, Gutenberg, Caduceus, Data Raven, Resistor, Troll. These popular(ish) sentries are dependent on trace. We should have 4 or 5 (with Dyson Mem Chip), which makes most of them have significantly less bite. Gutenberg is the exception that will still require 3 s if not boosted by the corp. On the other hand, it only costs a + to get rid of the tag if you have to run through it. With Magnum Opus out, paying the 3 for the trace effectively saves a (since = 2 ).
Natural protection - Ichi (1 and 2), Cortex Lock. through the Ichis. Magnum Opus and some rig provides good protection against the Lock. GS Shrike M2 is quite expensive for Ichi 2.0. Again, if that is quite common, then Net-Ready Eyes is the answer.
Kill 'em - Komainu, Rototurret, Tour Guide, Errand Boy, NEXT Gold. Most of these is relatively cheap to pay through with GS Shrike M2, and some are OK to run through.
Kill 'em with a tear in your eye - Grim, Tsurugi, Lancelot are all the magic +1 strength over what GS Shrike M2 makes efficient, thus costing 2 s more than you want. If these dominate the meta, then Net-Ready Eyes is a reasonable include. Security Nexus these, if possible.
Cry - Architect, Archer, Susanoo-No-Mikoto. You can get through. It'll cost you. Good Security Nexus targets.
The thing about this deck is you don't have to have an efficient answer to all eventualities, and you don't need it. You have the ability to get through two ice of any type each turn. The preference for most of the expensive ice is to Security Nexus through them. This is the plan for their first encounter. If they are in a compromising position (or stacked), you have three options: 1. Tinkering which effectively act like inside jobs, 2. Escher - an essential card in this deck, and 3. Paintbrush.
We have three options here, regardless which barriers are played.
To be clear, we make the cost/benefit analysis for rezzing code-gates quite bad for the corp, and Cerberus "Lady" H1 does the same for barriers (especially combined with Scavenge and Test Run).
Kit. Need I say more?
...Yes? OK, how about Torch. Done yet?
As noted above, we have 4 decoders to speed up the deck, and pressure remotes early.
There is a single code-gate that we don't want to deal with with Torch: Tollbooth. We want to try and use the Security Nexus on it, if possible.
What typical cards are we missing here?
Zeromus
aside, most seem to be on the stealth train. That's fine, but there is a lot of merit in cheap Torches, and Magnum Opus economies. This is just another Rielle "Kit" Peddler: Transhuman prototype that I believe is quite valid.This brings me to the crux of the deck, Escher.
The corp works so hard throughout the game to build their three-ice servers to keep us out, which often requires large commitments of , and the use of code-gates as outer-most ice. After doing this on R&D (often 4 ice thick), and on a server, it is hard to do so also on HQ, and have the money to rez all the ice. After all this hard work, Escher essentially says:
(╯°□°)╯︵ ┻━┻.
A great game against ETF culminated in 4 deep ice on R&D (2 rezzed), 3 deep on HQ (none rezzed), and 3 deep on Remote (all rezzed). An Escher later = concede. The 30+ s valuable investment they worked so hard to Eve and Adonis disappeared in a single run. Put another way, Escher makes you happy to see Popup Window. No sigh. No groan. Just a smirk knowing what will happen with that Popup in 6 turns.
With Escher, small ice is a liability. With Security Nexus and Torch, large ice is an unfavorable exchange.
Yes, this is a combo deck.
As with most combo decks, we need to draw into our combos. Given this, we have the ability to draw 27/40 cards for 14.5 s (converting 2 s = 1 ). This comes from
That's almost a draw ratio of 2 cards/ while using the draw cards. Considering we will (on average) need to to draw the remaining 13 s, we have 40/(13 + 14.5) = 1.45 cards per on average. For a simple assumption that whenever we are spending our s on getting resources, we spend 50% on Magnum Opus, and the rest of drawing, we have 1 /, and 0.77 cards/. This is comparable credit efficiency to Prepaid Kate, and slightly better draw efficiency pre-Levy AR Lab Access. See http://stimhack.com/a-comparison-of-event-based-runner-economies-in-anr/. Post-Levy AR Lab Access, is likely analogous to no draws for this deck (i.e. it has the desired board state), thus every resource click is simply 2 per which rivals post-Levy AR Lab Access Prepaid Kate (which, if lucky, averages around 7 s per turn). Note, of course, the well-known Magnum Opus tempo hit for install is the main downside of the economic engine.
Unfortunately, that's never the whole story. the deck has a large number of dead draws. These include:
This totals a maximum of 15 dead draws. Factoring this into the draw efficiency, we have 40/(13+14.5) * (45-15)/45 = 0.97 cards/. This is really not great, but seems in play-testing to be sufficient.
Note that in combo decks, the variance on drawing what you need is more important than the mean draw efficiency. I'm going to have to work more on the QuantANR simulator to get the variance values. My play testing so far has yielded the following intuitions on this:
40 comments |
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3 Jan 2016
Dr.Evil
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4 Jan 2016
bubbathegoat
But this one is really long, I'll have to finish reading it tomorrow. I recently played against a Kate deck using a superficially similar rig, so I am interested to read more into this one. |
4 Jan 2016
internet_potato
Seems like a lot of fun, thanks for the detailed write-up. My stealth kit has been performing really poorly recently, but man do I love that ID. Will give this a shot! |
5 Jan 2016
Ranamar
Out of curiosity, why Torch instead of Study Guide? I'd think being able to set it all the way up to whatever you need (the cost differential would get you to 3 tokens to start with) would result in even better breaking performance. |
5 Jan 2016
Ranamar
oh; I just reread the explanation and cheating it out means it's cheaper to get torch than study guide. |
5 Jan 2016
ycombinator
Not that even just straight-up playing Torch is cheaper than Study Guide at the same strength (9 vs 11s). The benefit to Study Guide is that you can pump up the strange to higher than 4 permanently. |
6 Jan 2016
phrydephisch
This is perhaps the best Kit deck I have played, and I have played a lot of them. |
6 Jan 2016
Lupus Yonderboi
Damn, I thought I was the only one to try a Nexus Kit deck. I failed to make it work, though, so I kept it for myself. |
6 Jan 2016
ycombinator
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7 Jan 2016
Ranamar
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7 Jan 2016
ycombinator
The only decks that I've been able to make were Study Guide worked even a little bit were those with lots of recurring credits (Lockpicks). So I have not tried to make this work with Study Guide, and I likely don't have the time to try, unfortunately. If I did, I'd start with
Whenever I'm testing something, I like to do so with specific questions. These questions for this new list include:
Thanks for the questions and the thoughts! |
8 Jan 2016
voltorocks
Cool deck design, very smart for what is often a very limited ID - though I will say that the write up list my interest when you started getting into the draws/click math that never ends up meaning anything in-game... One big takeaway of this deck is the power of Escher- it might be the most underrated card in the game if you ask me. Huge ability (as the author notes) to put even great glacier players on tilt and thus single-handedly win the game for you. All that said, it seems like a tough but manageable FA matchup, and a really weak flatline matchup. Seems to me like this deck would need to suck it up and #slottheplascretes to have a shot at true competitive viability... |
8 Jan 2016
ycombinator
I completely agree about a Haarp matchup. From the write-up:
I haven't had as many troubles against other kill decks. Opus solves a lot, but not all, problems. |
12 Jan 2016
ahocorasik
Maybe you should consider adding Omega to the deck. It would make 3-iced servers still easily accessible and it could be a cheaper/safer option to use than Nexus. Also it can be springed up quite easily with Test Run + Scavenge. |
12 Jan 2016
ahocorasik
Also you could save some influence on another Nexus copy including Trade-In and possibly some cheap and useful hardware. |
12 Jan 2016
ycombinator
It slows you down so much that the corp can really race ahead, and install enough ice that Omega doesn't really help that much. The appeal of Security Nexus is not only that it breaks through anything, but also that it does it for quite cheap, regardless the ice. This allows you to save it for the expensive ice on a server, making expensive ice very sad. An argument could be made that with a +1 Escher, Omega could be made cheap, by moving ice it is cheap for to the back. I tried this a year ago, and it was still too slow. I'd be interested if you try it and can make it work! You're absolutely right that it could enable us to cut down on influence. |
13 Jan 2016
nemo
Great work!! I want to read the entire analysis when I have time, but I already love it. Really good job and nice deck!!! |
13 Jan 2016
ycombinator
@nemo: Thanks!!! I'd love any feedback once you read the analysis, and especially, when you play it! The current list is great for a glacier-heavy meta with some FA. I'm currently erring toward the following changes given what feels like a FA-heavy meta:
The extra Stimhack helps to Self-modifying Code out a breaker, and to trash the Sansans. Given that Architects are less frequent, Femme Fatale is decent. This leans quite a bit more on Escher against glacier. |
14 Jan 2016
x-factor103
Thank you. Thank you so much for this. I happened to be in between runner decks, testing various stimshop combinations and not being very happy with any of them. Kit has been my longtime favorite runner and I was starting to get tired of doing (no pun intended) the same old thing with her. I was toying with the idea of playing a different ID for a while, but wasn't really ready to leave Kit. Hopped on NetrunnerDB today, did a quick search for Shaper decks by popularity and here was this deck. Sitting on top of the list. With a hilarious table flip in the title. This deck is everything I want to try right now. Nice looking suite of breakers, Torch, Kit. Even some new stuff like Nexus! You tossed in a 1x copy of Stimhack, which I LOVE, and you gave a justification for not putting in Vamp, which I also love and had questions about. Such a thorough write-up! I really appreciate it. Thank you. This is exactly the deck I was looking for today! My only regret is that I didn't think up the concept first! |
15 Jan 2016
daytodave
If anything gets me back into Netrunner, it will be a new Kit interaction, and Kit + Nexus just might be that interaction. I've resisted Paintbrush in Kit for a long time because it feels too gimmicky, but sources say that won't be a problem come January 28th. |
15 Jan 2016
daytodave
Is Underworld Contact simply too slow? I can imagine how much money we're leaving on the table by skipping it. |
15 Jan 2016
ycombinator
Thanks for reading the write-up as well! I know it takes a commitment.
Crossing my fingers for Panchatantra on the 28th! |
15 Jan 2016
ycombinator
If Pancatantra is what we think it is, I'm going to try:
I'm excited. |
15 Jan 2016
internet_potato
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17 Jan 2016
ycombinator
Will guarantee access to a server once per turn with Pancatantra + Rielle "Kit" Peddler: Transhuman (code-gate + barrier), and surf all the way in. |
22 Jan 2016
Rejusu
What are possible cards to cut here? I really feel like one Plascrete Carapace and one Film Critic are needed to have a chance against Haarp. |
23 Jan 2016
ycombinator
or
Both slow down the deck, unfortunately. I feel like Magnum Opus is the tech for avoiding Midseason Replacements. I'd prefer +1 Inti more than +1 Film Critic. Wraparound and Resistor are a pain. |
23 Jan 2016
Rejusu
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23 Jan 2016
bubbathegoat
As a Haarp player, I can tell you that Plascrete Carapace and New Angeles City Hall that keep runners alive against Haarp. |
23 Jan 2016
bubbathegoat
I've done this a lot. Film Critic can let the runner pressure multiple agendas, but after stashing one on the Critic, the second agenda has to be stolen, setting up Midseason Replacements. Magnum Opus can out money Haarp sometimes, but Profiteering can be difficult to keep up with. At the end of the day, Film Critic is an improvement against Haarp for this deck, but Plascrete Carapace is an improvement against all meat-damage kill decks. |
23 Jan 2016
ycombinator
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20 Feb 2016
Dagguh
You can bypass an outermost piece of ICE with Security Nexus, which would prevent the ID ability from triggering. Then, the ability would trigger on a second ICE. Is this how the timing works? |
20 Feb 2016
ycombinator
The relevant text is this:
"when you encounter" implies that you've already encountered it. Bypassing the ice doesn't mean you didn't encounter it. This ruling goes back to the days when we had to answer the same question, but for Femme Fatale. |
20 Feb 2016
Dagguh
Femme Fatale's ability makes the Tollbooth's ability unresolvable (you do not have to pay 3 credits). I assumed this is analogical, but it turns out that the FAQ states that Rielle Kit Peddler: Transhuman's ability is constant, not triggered, which makes the difference. |
25 Feb 2016
Rudge
Great deck! I really want to fit in 2x Plascrete Carapace (due to me being killed) but without changing the core mechanics of the deck, so I am trying the following changes: -1 Scavenge (less required to due Lady being gone, but still combos with Test Run) |
25 Feb 2016
ycombinator
To get 2 Plascrete Carapace, I typically just -1 Tinkering, -1 Dyson Mem Chip, but you're obviously also going in the Corroder direction. Great to see the direction you're taking it. Let me know if you miss the Scavenge, and if you really need the persistence of the Corroder (I rarely repetitively break barriers with a fracter with this deck). |
Why dont you tell us something about your amphetamine consumption instead?
This wall of text!!!!