Part Three of a feature looking at some of the ace new Netrunner cards just released in the Order and Chaos big box. With tournament day looming, discover what made the cut into my final Anarch and Weyland decks, and try to work out which parts were sure gambles and which were utter trash.
Click here to head back and bean up on my Anarch deck from Part One, or here for Part Two where I reveal which new Weyland cards caught my eye.
As any budding Netrunnerer knows, money is at the heart of the game. Not just the literal game, where credits are often hard-earned and easily frittered, but in physically being able to afford to grab the entire set of (ever increasing) cards. Anyone who got in early and has had the luxury of bagging the new data packs as they are released probably hasn’t had too hard a time of it – it’s almost akin to subscribing to something like Destiny and paying a monthly fee to blaze away with your space guns. But come in a bit later, as I did, and stumping up the cash to catch up is more of a challenge.
Not that it’s a massive problem – the core set of cards has proved remarkably resilient and many of them still form the heart of modern decks, while there are thankfully few cards in the data packs that anyone short of the most competitive players would consider auto-includes (here’s looking at you Jackson Howard).
Anyway, this is a roundabout way of saying thank you so much to all the readers who got in touch with advice about potential changes to my fledgling tournament decks, and sorry that so much of the excellent tips I couldn’t really act upon through not owning the cards. It also segues nicely into the one thing I absolutely HAD to beef up in both of the decks – my cashflow.
Here’s a reminder of my opening gambit with the new friendly eye watching out for future humanity, Argus Security:
Yup. As many of you pointed out, playtesting proved that firing those Midseasons and Scorch combos is an expensive business, and those two PAD campaigns alone weren’t going to cut it. Version 2.0 packs a little more punch through a pair of Beanstalk Royalties and two Hedge Funds, to provide a burst of cash when needed to charge up the kill combo.
Gone too is Orion, a brilliant card which doesn’t quite cut it in this deck, and its accompanying Builders and Satellite Grids – this deck is about pumping out tags and blowing up houses, and needs to focus more heavily on those areas if it’s going to work. In come a couple of Hunters and a Data Raven from the core set, as well as some better protection in the form of two Hives, two Quandaries and a Fire Wall. I hadn’t been too fussed about the runner stealing agendas when I built the deck, as the penalty for doing so plays into my game plan, but testing showed that letting the runner rip through R&D and HQ put my most vulnerable card, Government Takeover, at too much of a risk.
Since the runner stealing Government Takeover is basically game over for the corp, I needed another incentive to prevent runs on a server if I had to take the drastic move of scoring it out. In comes a solitary Junebug to masquerade as the card and tempt the runner into certain death, or at least make them think twice about an expensive run and give me breathing space to score out the massive agenda.
To make way for all this I parted with an Ice Wall, a Dedicated Response Team, a Searchlight and a single copy of The Board. The last card is only there is the runner finds themselves sitting pretty on a Government Takeover or a string of low-cost agendas, and can put a halt to them winning the game by making the one-point agendas obsolete. Two was always an extravagance, and a second copy in the deck just increases the chance of it being stolen.
Feast your eyes on Tag and Bag Takeover v2.0:
A clean sweep of corp wins clearly in the bag, it was time to turn to Valencia. My first deck with the new runner can only be described as a hot mess, with far too many cards trying to do way too many things. I’d been suckered in by the bounty of sweet-sounding new options in Order and Chaos, and it was time to get chopping. Valencia’s all about the bad pub, and that focus was coming through far too weakly in the deck I’d built:
Neil G over on Boardgamegeek kindly pointed out the Akamatsu mem chips could take a flying leap in favour of a new card I’d overlooked: Vigil.
Slightly more costly for the memory space, but the ability fits in superbly with the hand-lowering of Itinerant Protesters, which is hopefully going to get supercharged by flinging extra bad pub onto the corp through Investigative Journalism. Casting around NetrunnerDB for more bad pub options, I came across Blackmail. The perfect card for this deck. I could hit the centrals hard, wait until I was sure an agenda had been dropped into a remote, and then blackmail my way in – no questions asked, no ICE rezzed.
One snag – I don’t own Fear and Loathing, the data pack Blackmail comes in. That was it. I’d passed on enough cards already which I didn’t happen to have a copy of. This was getting done. A swift trip to Amazon and Blackmail was winging its way to my flat, ready to be slipped into my already heaving Valancia deck ready for the tournament.
Next on the menu was dropping down this supersized deck to something more manageable – finding the cards you need with 61 cards in the deck and no tutors is way too much of a stretch. Out went the events I considered non-essential to the theme – Demolition Run, Showing Off and Wanton Destruction – to free myself of a whopping nine cards. The Gravediggers went too as I had struggled to use its ability in playtesting – a good-looking card, but just not the right deck to make it sing.
I also dropped a single copy each of knifed, forked and spooned to make way for another card with strong Eater synergy – Keyhole. Chomping my way into R&D, burping out agendas into the bin and grabbing them for easy points will give my corp opponents a real headache and force them to spread ICE a bit thinner to defend archives. I also busted in a trio of newbie event I’ve Had Worse, to help me draw through by hefty deck and give me a small bit of protection as I dance between the inevitable barrage of Scorched Earths likely to pop up.
I had a bit of influence left so doubled up on Account Siphon and Legwork and popped in a couple of Easy Marks for some ready cash. And ready it is! At 55 cards, you people are going to go mad. Let me know all the other rookie errors I’ve made in the comments below.