As we come to the end of our jaunt to cyber-India, otherwise known as the Mumbad Cycle, Netrunners.co.uk contributors and friends take you through some of their favourite cards of the cycle. Join us, won’t you?
Knowing what decks to take to a Netrunner tournament is hard!
This is basically what I’d been thinking for several weeks: the meta is in a strange place where there are a lot of good decks that you need to be able to beat, but they are all very different and you want different decks to deal with each. For me right now the difficult decisions are on the runner side rather than the corp. I think there are a number of very viable decks for corp. Near-Earth Hub, Industrial Genomics and SYNC all look strong. I’m less convinced on Palana and kill decks but they are definitely being played and you can’t afford to ignore them.
This is one of the most interesting things about Netrunner – trying to judge the meta and what decks are going to be good. The UK meta in particular is in an interesting place, with many people dropping Whizzard in favour of some flavour of Shaper. This seems to be a response to a huge increase in NBN decks, often taking up over 50% of the field of a given event. Also, fewer people are playing IG than was first expected; there are normally a few representing it at each tournament but there aren’t huge numbers and the deck hasn’t been winning.
The question then is what has a good game against all of those varied corp decks? Recently I’d been playing Whizzard with Siphon but I didn’t really think that it was universally strong. The Palana match wasn’t good if your opponent knew what was coming or were able to swiftly recover economically. SYNC too isn’t great because you are taking so many tags but the other match ups are pretty solid, especially that against IG. With little IG expected and a lot of yellow, I needed a different deck but it had to be one that didn’t just fall apart against glacier, and that was what Leela had done in recent testing.
After conversations with several people I decided to play Apocalypse Kate, popularised by El-ad. I asked him for his most recent list and started testing with it. It is undoubtedly a good deck, but I wasn’t happy with it. Without Clot, it struggled to keep NBN in check long enough to Apocalypse them and then Index them to death. So, I changed the influence around to include this and made a few other changes to breakers and economy. I also added a Councilman to aid in the Palana match up.
I have been pretty set on my corp choice throughout regional season, I have been playing a 49 card IG deck, that combo kills the runner using Dedication Ceremony and Ronin (among other cards). This is a deck I’ve been talking to Chris Hinkes (of Cambridge PE fame) about, and he’s been running something similar. It is a great deck and has generally been seeing positive player feedback, as it isn’t a prison-lock deck. Despite winning a regional with this deck, I’m still not going to publish it. Part of its strength is the question mark about what is in it, and that keeps changing as we refine it. When Whizzard was everywhere this deck still performed; with less Whizzard around I can only see it becoming stronger.
With my decks prepared my tournament buddy, Mark, and I travelled the long distance to the event. I almost bailed on the weekend to spend time with my wife, and this is a theme at the various times I’ve realised I’m going to be away all weekend. I am very lucky to have an understanding and supportive wife!
Day 1: The Swiss
Arriving in Stockport, the site is an old mill and looks pretty terrible from the outside. But I’ve played in some terrible venues, so I’m not too worried. However, inside, the place is amazing. It is huge, really well set-up with TV screens displaying time remaining, pairings and, during lunch, football. It has a bar and a shop selling a wide variety of games and good toilets. Overall Element Games was a great venue and I highly recommend people checking it out if they are ever in the area. I’ve also heard their online store is very good.
66 people are in attendance for this regional.
Round 1: Au-Revoir Andy and SYNC
My opponent is a fairly new player. I know because I played him a month ago in his first regional, also in round 1. This is his second regional, so he’s got some bad luck, I guess, to have to play me round 1 on both occasions. IG pretty much crushes Andy as he takes time setting up, while I assemble my combo kill.
The SYNC match up is pretty rough as I hit all of the News Teams and, towards the end of the game, it is only Clot lock that is preventing him from winning. He shuffles in 2 Cyberdex and another card with his last Jackson and, a few turns later, installs in a remote when I have Clot out. I run R&D which has only 2 cards in it and hit a CVS killing my Clot. I dig for another Clone Chip but, unable to find anything, I hit R&D last click hoping for the win or a trashable card.
I find a CVS, trash it and win when my opponent’s mandatory draw decks him.
Round 2: Dumblefork and Palana
This round is against Paul who I know to be a really strong player. I run first against his Palana and am still setting up when he manages to score his first Nisei. I make an expensive run on R&D through an Assassin, Lotus Field and something else to see nothing. Checking HQ I manage to pull an agenda, and a Dirty Laundry covers my Archives run which he doesn’t Nisei, obviously not seeing the Apocalypse coming until it is too late. In the following turns I manage to get to 6 points while he re-establishes his board. The game gets interesting during a turn when he installs and advances in a remote with an upgrade. I install a councilman and run it but cannot break the Excalibur so he spends the Nisei token, keeping me out. However he is broke and so takes a turn to Celebrity Gift and rez the Caprice in the remote instead of scoring the agenda. I get an Apocalypse off the next turn to close out the game.
In the return match, Paul does a great job of keeping my board clear of cards, and basically runs everything, managing to avoid death when hitting Psychic Fields. We play a nice game of who has the most currents over the course of the game swinging advantage back and forth between us. Paul manages to get a Future Perfect on his Film Critic when on 2 points. I install a card which is a Psychic Field expecting him to run it like he has everything else, he hits R&D stealing a Fetal AI. If I had installed the Bio Ethics instead He’d have been dead, but instead wins the next turn.
Round 3: Kit and SYNC
I sit down against a woman and am slightly more excited than I should be when she doesn’t know who I am. No idea why it mattered, but it was exciting as this normally doesn’t happen anymore. The Kit match up is pretty solid. She gets set up with a stealth rig and starts hitting R&D. I assemble my combo pieces and am able to kill her before bleeding too many points. Without tech, I think IG is a tough match up.
The reverse game is much more ropey. I don’t see much early economy and she baits me into running a QPM then midseasons me for a lot of tags. Things look bad, but I manage to pull off an Apocalypse to prevent her scoring and then hammer R&D hitting the agendas before she sees Exchange of Information or any more QPMs.
Round 4: Whizzard and NEH
I ICE up early and then spam out as many assets as I can. Even with Whizz and his recurring credits, his economy struggles to keep up. Once I find a Cerebral Static it becomes really tough for him, especially as he doesn’t seem to see much econ. A Bio-Ethics/Ronin combo finishes him off before Static ever leaves play.
The NEH match up is interesting. I run early and he doesn’t rez R&D allowing me to score 2 points. I keep running getting to 4 before he ICEs up further but he manages to score out an Astro before I can get an SMC on the board to threaten Clot. I take another 2 points from HQ and then the final agenda from R&D when I am going for my Apocalypse turn.
Round 5 & 6: Intentional Draws
At this point I am 7-1, and so I ID the next 2 games to finish 9-3, guaranteeing my spot for day 2. Unfortunately I finish in 6th seed, meaning I don’t get to pick my side in round 1 of the cut. Still worth IDing to guarantee making the cut.
This is where I would like to talk about intentional draws. Not whether they are good for the game or not, as I don’t think they are. However, I also don’t believe in handicapping myself by not using them.
I’d like to talk about how they were managed in this tournament. FFG don’t have any real guidance on how IDs should be managed by judges and previously my understanding was that you sit down against your opponent, call over a judge before discussing anything, then offer to ID. Your opponent then says yes or no. There has been no additional pressure from one side, as everything has happened in front of a judge.
In this tournament, they asked anyone who wanted to intentionally draw the next round to come up and confirm before the pairings were put up. If both sides had put the request in, then you would get an ID, if not – you played.
It was a little confusing at first, since I had wandered off initially and didn’t hear the announcement, but other than that it seemed to work well. The judge was very good and explained the logic well. He didn’t want there to be any pressure from one side, or any accusations of collusion. This system avoided both of these issues as you likely didn’t know who your opponent would be. The process was absolutely fine, I am not aware of any issues, but I think there needs to be a consistent process for how intentional draws are handled. And this needs to come from FFG: their rules on this currently are probably a bit relaxed.
I’m chatting to Mark who hasn’t made the cut, and I offer to drop from day 2 and go home. It’s fairer on him and it means that I get to see my wife rather than skip out on a day of gardening that we had planned if I didn’t make the cut. Mark thinks I am crazy and refuses. We stay overnight, and my brain is replaying the day’s games so I don’t sleep well, which is normal for me following a Netrunner tournament: I always analyse the mistakes that I made. I think that this is one of the things that make me good at Netrunner, but it is frustrating when I need to sleep!
Day 2: The Top Eight
Mark and I chat a lot about my first round match up against Tom. He is playing Siphon Chaos Theory and Prison IG, neither of which seem like great match-ups, but we are fairly sure that Tom will pick the safer choice and play IG. We think that the only way of winning is to land an early Apocalypse and/or get lucky with Indexing. The only other thought I have is to not die and this means keeping the option of Levy available meaning getting Same Old Thing on the table when I see it, and watching out for Chronos Project.
Elimination Round 1: Industrial Genomics
Tom and I shuffle up, and while waiting for everything to start, I stand up and start reading the opening chapter of Moby Dick. Gets a good laugh from those watching the top cut. Obviously it means I have to avoid slow play since I have made a joke about playing to time. Worth it.
Tom’s opening turn is to draw twice and ice archives, which seems like a standard IG play based on what I have seen from many players. I don’t have an indexing in hand to punish this play, but do have an Astrolabe, which will do great work in this match up. Tom immediately gets remotes down to start his Mumbad City Hall stuff going, however the remotes have drawn me into an Indexing, which I play and am fortunate enough to see a Chronos Project and a Future Perfect. I run back to steal the Chronos and then go for the Future Perfect on click 3. I bid zero, so Tom either drops low on money or gives up the agenda. I win the psi game to go up to 4 points.
The middle of the game things switch back to IG after I hit a Snare and he manages to get a Hostile Infrastructure rezzed to deny me my chance of Apocalypse. I set up quite quickly thanks to my free Astrolabe draws, after checking the cards I’ve not seen in remotes I got for a second Indexing that nets me a Global Food Initiative. Following this, Tom stacks 4 ICE on R&D to prevent the loss coming from another Indexing. He is also using Heritage Committee and so there is a high chance that HQ will have limited agendas.
I struggle to create an opening to get another agenda as I need to keep Bio Ethics off the board and that requires a decent number of credits. Eventually time is called with the board in the same state, I have few cards left in deck but still have the Levy to use.
Elimination Round 2: Noise
Most IG players are really happy when they see Noise, but I’m on 49 card IG and my deck is using a combo to kill. Therefore, Noise can be problematic because of the disruption his ability causes.
Early game is a little slow for both of us. I have to respond a few times to Lamprey threats and Imps that are stacked because of Grimoire. This slows me down a lot and I lose a few points from mills or R&D because of it. We have an interesting battle of currents where I get down a Cerebral Static to turn off his ability and he plays a Hacktivist Meeting as a counter. This is extremely interesting as I have my kill combo ready to go but if I rez my kill pieces there is a good chance that I will lose my Dedication Ceremony because of the Hacktivist. I try and sneak out a Philotic Entanglement but he checks it. In the end I use a Jackson to shuffle in my Static and another to draw hoping to find one of my two. .
Eventually I find one, and next turn go for my combo kill unfortunately hitting I’ve Had Worse. Time is called and so he checks archives and fails to win, losing his last two cards including his Levy to Shock. He runs R&D and dies to a Cortex Lock. This may sound like bad play on his part, but it definitely wasn’t. He knew I had the kill on my last turn and so if he Levy’d his only hope of surviving and getting a timed win was to draw an I’ve Had Worse and for me to hit it. Definitely not good odds
Elimination Round 3: Industrial Genomics
I’m through to the winners final, so if I can win this I make the grand final. I’m playing my Apocalypse Kate against Dan Sergeant’s Prison IG. Interesting fact – there were only two Prison IG players at the tournament, and both of them made the cut. Mark and myself were on 49 card IG and one other player was on Hot Tubs Gagarin.
I didn’t think this was a very good ID-pairing, but I have a better idea on how to approach it, following my round 1 match up. Dan however plays this differently to Tom and immediately protects R&D. He gets his MCH down and starts flooding the board. Again, my Astrolabe does great work keeping my speed up. I manage to take a food out of HQ early, but Dan’s board is definitely getting away from me, and when I go for an Apocalypse he doesn’t rez ICE so that he can use his Mumba Temple credits to rez a Hostile Infrastructure shutting down this game plan. When he gets a second rezzed, I know it isn’t a valid game plan anymore.
Part way through the game, when I go for an Indexing run using a Lady to get through Hive, the top 2 cards are both agendas and so I do zero changing to their order which is really frustrating. I pay a load of credits to go back and take my second Global Food of the game.
Generally I have been quite diligent at checking remotes and on one turn I check two of the three cards he has put down. Unfortunately, the one unchecked is the Chronos Project half my deck is wiped away. Luckily I haven’t lost anything that is key except the Lady, leaving me with Inti as my only Barrier breaker. This also leaves me with limited cards for when the Bio-Ethics lock sets in.
From this point in I spend my game making money and removing Bio-Ethics that make it onto the board. Even with two Hostile Infrastructure rezzed it is still better to do this, as often it takes a few turns for them to be found again. If this hadn’t been a game in the cut I think I would definitely have lost. However, when time is called I’m nowhere near being dead or scoring out and so I progress into the final, the score being 4-1.
The final ends up being Timo and me after Dan gets a game loss for having a difference between his deck list and his deck. I believe it was an ice change made at last minute which is very unfortunate. I’m pleased when both of my deck lists come back without incident. Though Steve, the judge, does play with me a bit by shaking his head as he walks up with my decks – that guy is a monster!
The Final: SYNC
I start off by running the open HQ while Timo throws out money operations like they are going out of fashion. This worries me as I’m not sure what type of SYNC he is playing, but doing nothing isn’t an option. The HQ runs net me Global Food, but my set up is generally a bit slow and Timo manages to get a San-San down behind ICE. He scores a Breaking News and exchanges it for my GFI.
The tags are an issue due to the resources that I am running so they have to go, but it slows me down even more and I worry about him scoring out off the San-San. A turn or so later I hit an Apocalypse but end up tagged due to Data Raven. Timo’s deck recovers faster than I wanted and I didn’t get any obvious openings to exploit. I end up keeping the two tags I got and soon regret it as I get hit by Closed Accounts, and allowing him to Psycho out an Astro. The game is over shortly after this. It felt like a pretty brutal beat down from my end of the table.
The Final Game 2: Andromeda
Going into this game the thing I am most worried about is getting repeat Siphoned and then him using the money to trash my stuff. I keep a hand with no draw but with ICE and a Hostile Infrastructure which I can use to dodge early Siphons. The game involves Timo getting off to a great early start with economy and draw while I spam out a few remotes that he doesn’t check. I double ice HQ and feel pretty safe when I get a 2nd Hostile down.
He R&D locks me after using Femme Fatale to get around my ICE. He has an R&D Interface down, and while I know where a number of the agendas are, there are definitely still enough in the deck for me to lose. I ICE R&D and, while he has the breaker he needs, it at least taxes him. Timo spends a lot of money to trash the Hostile and Genetics Pavillion that I rez.
The game goes for a few turns with him checking R&D and me searching for combo pieces. He scores a GFI but nothing else.
I’m not too worried as there is a Philotic on the board as another threat and there is always the chance that he will hit damage cards in R&D also enabling a kill. In the end I get my combo together and kill him before he finds the win in R&D. I think the match up is definitely IG favoured and he played it well, especially not knowing what my deck was doing.
I’m obviously really pleased to have won a regional, but am also pleased to that both decks performed so well. Especially my runner, which I tested once before taking it to the tournament. The runner deck definitely felt like it had gaps though. Most of the games I played against SYNC felt like a challenge, and I was lucky to win some of the games I played in the Swiss. So, while Apoc Kate only lost in the final across both days, that record could easily have been worse. I also think that I won some games before people figured out which version of Kate it was. The fact that Ben Blum’s regional winning list has so many similar cards really helps disguise the true purpose of the deck.
The corp deck dropped one game to Employee Strike Whizzard and even that game I could have won with better play. I’m absolutely convinced of the strength of this deck. Most of the hard work in building it was done by Chris Hinkes, as the version I used at the event was significantly better than previous versions, thanks to input from him.
Going forward, I need a new runner deck as I think that, without the shock factor, Apoc Kate isn’t something I’d want to play again. It all depends on if I can find a deck that can deal with the huge variety of strong corp decks that are around at the moment. If you have any cool suggestions then feel free to throw decks at me. However, they need to be very competitive.
The meta seems to be in a very strange place at the moment and I know a lot of people are unhappy with a lot of the decks that are seeing play. I can understand these comments, but I find it very interesting finding the answers to the meta. Timmy Wong and his Siphon Whizzard are great examples of playing a deck to beat the top meta decks, and while the UK meta has definitely moved away (in my opinion) from this being the right deck, it is these sorts of challenges that make Netrunner both fun and frustrating.
Look at Apoc Kate: can it beat NEH? Definitely – Clot, Apoc, Indexing are all great cards. Can it beat IG? Definitely, especially if it can land an Apocalypse and my familiarity with the match up certainly helped on the day. It can beat Palana and other decks as well. It is very versatile and was the right choice on the day.
Next month it will likely be something different that is the right call. Getting this call wrong can be very frustrating, often leading to horrible match ups. But getting it right can be one of the most rewarding experiences Netrunner has to offer.
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Hi everyone! I’m here to tell you about something we’re calling the Quality Time Netrunner Gala Day.
Hello everyone, my name is Guy and I am here to talk about jank, and how to build “jank decks”.
There are many fantastic articles about how to build beautiful decks; decks that will take you to the glorious heights of winning GNKs, making cuts of Store Championships, competing at Regionals, fighting hard at Nationals or, who knows, maybe even doing well at Worlds. These articles are about taking the concepts of a great Netrunner deck and applying them with your own sense of flair.
They are brilliant articles.
This is not like those.
This is about Jank. Beautiful, nutty, eccentric, surprising, befuddling, entertaining jank.
Jank isn’t exactly one of those words that is incredibly common outside of Netrunner and a quick google search finds that those out in this “real world” I hear so much about are using it to mean anything from evasive maneuvers on an aircraft to just generally meaning bad.
In Netrunner there probably isn’t total unity on its exact meaning but I would choose to highlight a few common strands. The first and most obvious strand of jank is that it prioritises other, sometimes esoteric, aspects of the game over pure effectiveness. These aspects can include simple creativity – the desire to explore the card pool and finally make use of cards that languish in the binder. To qualify as jank however, this creative spirit needs, to my mind, to be combined with a certain commitment to these cards and concepts, such that they are explored to their fullest degree. Equally I think most would expect their definitions of jank to include some aspect of entertaining flair. They would expect jank not only to not completely work competitively, but do so spectacularly. There are some who would specify that a great number of card combinations or interactions are required in order to qualify for “jank”. I would disagree; I would include in jank many decks that do things “the hard way” but aren’t necessarily firing nine nested triggers before the start of each player’s turn.
Before we go further though I’d like to do a quick little aside in the interest of clarifying something.
Building a jank deck doesn’t make you a “better” player than the person who consistently plays the best decks available – whether they netdeck or not. If you want to build jank it should be to enhance the experience of playing the game for you and for any opponent you come across. Jank shouldn’t be about building something super special and then turning your nose up at those players who are playing Tier 1 decks as if you are better than them.
For the record a lot of the very best players have the capacity to make both creative plays and creative decisions in deckbuilding. I have had the privilege of playing many players who it would be fair to name as the top players in the UK and on each occasion I have been impressed by their capacity to work with the game on an adaptive level. They aren’t just playing “the best decks” and getting lucky. That should go without saying, but saying it never hurts.
This can cut both ways as well; in order to get the most out of jank it is important that you understand the game on a fundamental level. To do this often means playing very good players playing very good decks. Hopefully in doing so you can surprise and entertain these players with your creation.
But enough about general principles – we have jank to create. Let’s get cracking!
Step 1: Concept
Why do you want to jank?
Maybe it’s for a “jank tournament”, a format pioneered by John of NeoReading Grid fame. In that format there are points to be gained for opponents liking and enjoying playing against your deck.
If you are struggling for an idea for such a tournament I would suggest that the best thing to do is to open your binder and look for those cards that have been abandoned there, unloved and alone. I would ignore IDs – there are few of them and they get enough attention, more or less. There are many other cards out there, particularly in the first cycle – when the design team were reasonably cautious and often over costed things – that are never going to be playable in a competitive setting. Find one, look at that card with the kindness it has never known and say “OK Bad Times/Leverage/Braintrust/Disruptor/Panic Button … today is your day to shine”. You can then build around how you could possibly make that particular card as effective as it can possibly be – no matter how convoluted the board state might need to be to make it work (although that board state is actually, typically, remarkably simple).
Or maybe you’ve had an idea for a combination of cards, or want to explore a certain card, and you are fairly sure from the outset you’re not looking at a “competitive” concept. It is probably important to determine that at this point. There are a lot of genuinely great ideas that have come from thinking outside the box.
But say you’re looking at what is, obviously, not going to be what one would fit into your 40/45/50 card slots if you were trying to be the best that you can be. Well then, now, we have some jank on our hands.
The important thing to take away from this article is this singular vision. It is very important, in my humble view, to have a single concept. Jank is, by its very nature, difficult to pull off. If you are simultaneously trying to pull something else off you are going to get none of it done.
You may have more than one concept you want to work with, and that’s fine. Stick them in separate decks.
A concept can be varying levels of complexity.
From the simple:
“A shell game deck using Matrix Analyser to make traps more dangerous as you run them”
“A Noise deck that only gets in through Blackmail”
“Escher/Copycat out of Ken Tenma”
To the complex:
“A deck that rezzes a Project Junebug early and heavily advances it, then uses a combination of Whirlpool, RSVP, Bullfrog and Marcus Batty to get the runner to hit it.”
The simpler ones are easier. If can restrain yourself go for the simpler ones.
Step 2: Putting the Pieces together
You’ll need to do your first deck build.
The first thing to mention is to start by maximising your chances of getting the key components of your jank in your deck. Start with 3x of these cards if you can, going down to easy tutors if it helps with influence or the likelihood of pulling off the jank. We won’t necessarily end up with 3x but starting here increases the likelihood of getting something done in your early games. 2x of something in a deck, especially if you need another 2x, or even 1 more 2x, is not a certain by any stretch.
Step 3: Committing to the jank
Committing to jank means tying your own hands. I have seen some wonderful jank concepts that never got used because the pilot found that there were far better paths to victory in their decks.
To use some examples from my own experience, I was forced to utilise my Escher/Copycat combo as I had no other way of getting into remotes – having, as I did, only central breakers to get through ICE. Equally my Noise deck was forced to use Blackmail because it did not have a single breaker.
This will often mean you have to write off specific match ups. Do this happily; you can’t build a jank deck that will get a chance to shine in every game. I have often found that most jank decks make presumptions about the opponent’s board state; they might assume that the opponent attempts to score behind ICE in a remote, or needs to make a series of runs to try and assess a remote server and steal agendas. These are fair assumptions to make in this style of deckbuilding. You will, undoubtedly, play against a super-fast fast advance deck, or a Blackmail/Apocalypse Adam deck that will ignore your entire board state. Do not plan for too many of these; jank has enough problems without trying to keep up with a diverse meta!
Step 4: Remember your fundamentals
It doesn’t matter how janky a deck is if you can’t draw what you need or can’t afford to play it. Once you have the cards that there to achieve your jank you should then add in the very best cards that take care of other functions of your deck.
If you have a janky economy then make sure you have good draw cards, the best breakers, some damage protection & possibly a few early econ cards that might help if your econ has a high setup cost. For me, the methods of getting into servers has tended to be the jankiest part of my runner decks; I have therefore spent influence on the very cream of the crop of cards for economy & draw. Many entertaining decks play Sure Gamble & Daily Casts, Diesel or Professional Contacts.
On the corp side you will often find, especially with combo decks, you will need to secure both your economy and your central servers. When faced with nonsense in remote servers the most common response of runners is to slam centrals. To that end there is no shame in good taxing Ice, defensive upgrades & playing the strongest event economy influence can buy.
This is also why I would recommend, if you have the choice, playing Jank out of the stronger IDs. When you put Kate on the table it might not look like a jank deck. But it will be.
Step 5: Play some Trial Games
You’re going to lose.
That’s how you should go into each game. In terms of actually getting to 7 points before your opponent, you are going to lose.
You win if you get to use your jank. That is the new primary win condition.
In playing games you will find out if you can build your combination or set of cards required to demonstrate what you are doing. It may well be that you can’t. When you see this you will need to either find a way to bring out the cards you want quicker, adding draw, or play more of those cards.
The obvious elements are at play as well; if you’re too poor add economy, if you’re too slow add draw (or Stimhack!).
However, there are times when a combination is never going to fire. Ask yourself if you have been playing poorly or if the deck just isn’t capable of what you want it to do, even with refinement? If you are finding that it is just not working then it is time to move on.
Step 6: Arrival at Concept
If you have been building for a tournament then it is possible to build with a goal in mind. If, however, you are just taking this jank down to casual nights then know when it is time to stop and move on. The thing that most entertains people about jank is surprise and unpredictability. Once everyone has played against this deck a trio of times or so they may well not find the combination as interesting or as fascinating as they once did.
One thing that does work against a player of jank, as opposed to a competitive player, is that when you are playing jank you have to file away decks more quickly. A top quality player can get a reputation for winning by being consistently good with a shell of an NBN or Anarch deck (or even both in today’s meta) shifting a few cards here and there. That makes a lot of sense; it is probably one of the best ways to be strong at the game. Their opponents should not tire of them. When both players are trying to win, that tussle is the entertainment. Jank does not have that luxury; after only a handful of games your opponents may tire of beating your “off the wall” deck. And then, my friends, it is time to move on. And if you choose to move on to new jank? Well, then I applaud you.
I said at the start of this article that it was important to not get a sense of superiority about jank. This is true, but I think it is also important to take pride in it. I think the desire to entertain and share something amusing is an excellent one. Various places talk about their resident jank player with fondness and I think it is an enjoyable thing to do and for some it enhances the game. It can take a surprising amount of work to set yourself as the jester of your meta. But if you do it right you might occasionally get to enjoy playing the Shakespearean fool, dotting wisdom and truth in amongst all your nonsense.
Whether you jank often or jank little I wish you all the best, and happy running.
When Rebirth was first revealed from The Liberated Mind – the fifth data pack in the Mumbad cycle – many Netrunner players, myself included, started to ponder how they might use it.
A zero cost event giving you the ability to switch your Identity card to another in the same faction, Rebirth certainly sounds good, conjuring up images of a surprised Corp player who has set up to defend against one ID, floundering as he or she has to react to a sudden shift in the Runner’s play.
Of course, Rebirth has its limitations. It is one influence; it is removed from the game instead of being trashed so you can’t use it more than once and it is limited to one copy per deck. You can’t depend on it as a reliable strategy because you might never see it.
It also presents difficulties during the deck-building process. The cards you include in your deck are based around your Identity card and synergise with its ability. To build a deck where the cards will work for not one, but two identities could prove problematic and lead to dead draws and redundant combos.
With these limitations in mind, I tried to think of a deck and two identities that could negate the issues, at least to an extent, and provide Rebirth with the opportunity to give you the best of both IDs.
Which led me to Blackguard.
Blackguard is the criminal console released late in the Spin Cycle that provides you with two extra memory units and the ability: “Whenever you expose a card, the Corp must rez it by paying its rez cost, if able.”
There is no denying the strength of that ability and the control it can have over your opponent’s economy. Using cards like Infiltration, Satellite Uplink, Snitch and Raymond Flint you can drain the Corp’s credits by having them rez Ice, Assets and Upgrades and if you pilot it well, it can open up running opportunities on servers they can no longer afford to protect.
Blackguard even has an ID card tailored for it – Silhouette (which doesn’t get any easier to spell, however many times you write it!) – Dressed in the Blackguard gear, this stealth operative exposes a card the first time she makes a successful run on HQ.
There’s a problem with Blackguard though. And it’s a big one. All eleven credits of it.
Yep, it costs eleven credits to get Blackguard on the table and that is prohibitive for any deck, even a Criminal one.
It is this problem that caused many who tried to build for Blackguard to turn away from Silhouette and to the one ID that could provide that reliable early credit boost – Andromeda.
For a long time everyone’s favourite lady of Netrunner, Andromeda gives you a starting hand of nine cards and you can mulligan into another nine if you have to. This provides the best chance in the game to get what you need right from the off, which for many Andromeda players is a massive kickstart to their economy.
In those nine cards you want to see four you can play out straight away so something like two Sure Gambles, an Easy Mark and a Dirty Laundry dive into Archives is not an unusual opening for Andromeda, giving you an excellent monetary advantage in the early game.
The big opening hand also has more chance to draw the Blackguard and now you have the money to install it.
After that first turn though, Andromeda’s ability is done. She has given you a great start, but now it’s up to you. So what if you could then switch your ID to something with a lasting affect? See where I’m going?
Rebirth (which you have a better chance of drawing with Andromeda, despite the single copy in your deck), can be played out to switch to Silhouette and take advantage of her natural synergy with Blackguard – only this time, she has the credits to work with.
If you still don’t see Rebirth, even with Andromeda’s help, your deck still has all the exposing tools at hand, you just won’t get Silhouette’s.
Rebirth can’t get around the ridiculous cost of Blackguard, but combining it with Andromeda and Silhouette, the cost is offset somewhat and Blackguard as a concept, is perhaps made a little more efficient and workable.
What are your thoughts on this use of Rebirth? Does it make Blackguard a more enticing prospect or would you use Rebirth differently? Let us know in the forums.
One of the aspects of the game I see new and experienced people alike struggle with is running. For a new player playing the runner can be really hard; you don’t know what any of the face down cards are, and there are several ways for the unknowing player to get killed. Generally, you have access to more information as the corporation and so maybe this is why some find it easier to play the corporation from the start. In this article I’d like to go through some tips to make you a better runner and some easy traps to fall into, especially as a new player.
Let’s start off with some common traps that new players often fall into.
Not running until you build a full rig
It is extremely common for new players to build their board state until they have the perfect economy and rig set up. Doing this means they can often get into any server, and very little can threaten them. Unfortunately, it is likely that the corporation player has won the game by the point your prefect set up has been completed. I understand why running can be scary for a new player, they don’t know what any of the ice is and it could do serious damage to them. However, not running in the early game is giving up a huge advantage, as it is in this period that the corporation is not set up and able to defend themselves. We will cover more on this later in the article, but keep an eye on if you are being aggressive enough in the early game.
Just playing your deck
One of the things I have found with newer players is that they have a tendency to focus on what they want to do next. For example, they will draw a Makers Eye and focus on building up the credits or rig to play that card, but in doing so will ignore what the corporation has been doing and why. More often than not, you can tell the areas to attack the corporation by the actions that they take.
I once had a conversation with a player I was teaching. He was focused on building up for a big R&D run, and I asked him what he thought was in the corporations scoring remote. He said he didn’t know as he hadn’t run it yet. I asked him what was in the new remote next to the scoring server; he gave me the same response. What I was trying to get him to think about was what the corporation may be doing. The corp was HB Engineering the Future, there was an Accelerated Beta Test (ABT) in the scoring server, a Jackson Howard outside, and they were looking to safely trigger the ABT.
You need to think about what the corporation may be trying to achieve. You are not just trying to score agendas, but also trying to stop them from scoring or advancing their board state as well, which gives you more time to win. I like to think about what I would do if I was the corporation with the current board state., If I would try to score an agenda, then I predict that my opponent would try to do the same, so what, if anything, can I do anything about that.
Noise and the mill
I see a lot of new players playing Noise and loving him, as they are able to beat better players with him. I strongly advise new players to not play Noise initially, as I believe that other runners teach better fundamentals and that Noise can in fact teach bad habits. Some players rely heavily on the randomness of the Noise mill effect to win games. I recently played against a new player playing Noise in a tournament. He literally never ran, instead just installed viruses and used Hades Shard. Now this may be an extreme example, but it shows the problem of how Noise can teach bad habits.
What will make you good at running?
Let’s flip this over then and discuss some good things to do or think about. This section is a collection of little tips, which hopefully will help you understand how to become a better runner.
Know how your opponent plans to win
There are several strategies for the corporation to win, and identifying this early is very important. The main ways a corporation wins are by; killing the runner, scoring in a safe remote, or fast advancing. The reason it is important to identify early what your opponent is doing is because your strategy should be different in all of those match ups. If you are playing the same way regardless of your opponents strategy, you are more than likely going to lose.
I think it is very difficult to provide a succinct summary of how to deal with all of the different match ups but here are some key thoughts that may help you:
Decks that score in a remote – These decks are generally trying to either tax you with big pieces of ice or rush early behind cheap ice. This is really core Netrunner, you are trying to get into their remote and steal their agendas, but are also happy to steal agendas from their central servers. You have a lot of options in these match ups, which we will cover below in more detail.
Fast Advance decks – These decks try to score an agenda the same turn that they install it, which limits your options quite a lot, as you are not often going to be able to score out of a remote server. Therefore, central server multi access is going to be key. Killing off their Fast Advance tools, such as San San City Grid, is essential and will often slow them down long enough for you to win.
Kill decks – These are probably the toughest for new players as you need to be extra careful, run early in the turn, keep a full hand of cards, and be aware of how they can kill you. Because I feel that this is such a tough match up for new players, I have dedicated an entire section to dealing with these decks below.
Knowing what things are…
This is a very broad point, but you will find that running is so much easier if you know what cards are available for the opposing faction, and more importantly, you know what cards are popular in that faction. There are plenty of sites available such as NetrunnerDB and Stimhack that show tournament winning decks, which will allow you to what see cards are frequently being played. If you know the common ice that can hurt you, then you will know when it is safe to run, either because of the corporation’s credit pool or the ice breakers that you have available.
This tip is definitely wider than just ice though, it applies to traps, and defensive upgrades Knowing which traps are common in popular decks can help you judge if it is worth the risk when making a run. Getting to the bottom of an expensive server only to be kept out by a defensive upgrade, such as Ash, is very problematic and often game changing. Having more information about popular cards will not only help your overall decision making but also work around these problems and help you feel safer making runs. You can get this information by playing lots of different decks, and making mistakes against them,. Doing a bit of research really helps you develop faster and is especially worth while before a tournament. Remember, a big part of the corporation’s advantage is hidden information; the more of this you remove the better it is for you.
Be able to threaten
Another broad point, I know. There are a lot of ways to threaten the corporation, but having a plan is very important. One of the best ways to threaten most corps is to be able to threaten the remote server,. This requires the right rig and normally credits, but if the corporation doesn’t feel safe putting an agenda in their remote server, that is a good thing. You can then take advantage of this unsafe feeling by applying HQ pressure where agendas are building up. Another way of applying pressure is with R&D multi access cards such Medium and R&D Interface. This pressure means that the corporation cannot just focus on scoring in their remote as they will often lose before they can score out, which means they will need to spend clicks and credits to defend R&D. There are a few tricks to extended R&D pressure, however, if you are seeing no agendas in R&D, then you need to pressure HQ as it could be flooded with agendas. New players often curse their bad luck after seeing no agendas in 10 cards on R&D, but should actually be thinking about why they are not seeing agendas in that location. Don’t forget that it is important to still apply pressure to the remote servers, because if the corporation has to rez ice on multiple servers it makes life more difficult on their economy, meaning it slows the rate that they can score out. Finally, it is often a bad move to go broke making a big R&D dig, Regardless of the success of that run, you are granting the corporation a huge scoring opportunity which is something you want to minimize.
What is the worst that can happen?
This point definitely ties in with knowing what the corporations options are, as it is through this knowledge that you can better plan out your turn. Before you start your turn, you should be planning out what you want to do,. This is a general tip that will help you improve on both sides of the game; if you can help it, don’t draw with your last click. Often times, the card drawn may have changed what you do for your entire turn. Plan your turns! This is especially important as runner, you need to think what you need to do and when it is safest to do it. In general, running early in the turn is what you want to be doing. Why? Here are a few simple (and common) situations where it is helpful:
- You run 1st click and encounter an Ichi 1.0 with no means to break it. You can safely use clicks to get through the problematic subroutines.
- You run 1st click and encounter a Snare! You can spend the rest of your turn clearing the tag and drawing cards to ensure you don’t get killed.
- You run 1st click and the corporation rezzes a Tollbooth going down to 1 credit in the process. You are able to run other freely servers knowing no additional ice is likely to be rezzed this turn.
Hopefully you can see the advantage in running early in the turn. It isn’t always possible, but you should when you can. However this point is not just about running early in the turn, it is about judging what could happen,. Before you start your run, you need to think what the ice could be (and is likely to be) and, in the worse case scenario, can you deal with that? If the triple advanced card is a trap, what does that mean to you? Can you deal with it? Just take some time before each run, to think things through. Sometimes you’ll have to take risks, but try to generally play safe and smart.
Play all the popular decks!
I know that a lot of people don’t like to play the popular decks or ‘Netdeck’ and I understand their thinking,. A big part of the game is deck building and people want to be creative, its all cool. I still recommend playing the popular decks, maybe by just take them for a spin at your local game night or online. You don’t need to play them for months or take them to tournaments, just get some games in with them. The reason is really simple, every deck has problems, or weaknesses, but sometimes when you are playing against them you can’t see it. When you are piloting the deck it becomes much clearer what they are strong at and where there are they run into problems. You’ll learn so much about how to beat a deck by piloting it, and what to expect when on the opposite side. I keep dribbling on about knowledge and this is another aspect of this.
Here’s an example of why this is so important. I have often seen people playing against Haarpsichord kill decks, who after the corporation scores an Astroscript Pilot Program, go really aggressive as if they have only a few turns to win before the corporation scores out, which invariably gets them killed. However, if you play a Haarpsichord kill deck, you will often find that scoring out is harder than it seems,. It is not an Astro Biotic deck built to Fast Advance, that is merely a back up win condition. You are running less 3/2 agendas, and have no other Fast Advance options meaning you can only chain an Astro into an Astro if you want to purely Fast Advance etc. This is something that you learn by playing the deck, so regardless if you want to play your own creative decks, you will get better by playing and understanding the popular decks around at the moment.
Run early (but with a purpose)
One of the key tips for new runners is to encourage them to run early and often. Many games you will find that the corporation cannot afford to rez all of their ice in the first few turns. This will often allow you some free accesses, and is part of the way to winning the game. Generally all new players should definitely be running early in the game and not just focusing on rig building. However, I think it is important that this is with the caveat that you should still be building your board state. You need to make a judgement call on if runs are worth it.
For example, you may be able to get into HQ for free, but how many times is it worth running there? If they have credits to rez the ice, you need to question why they aren’t rezzing it. Is it because there are no agendas? Playing cards that benefit you for making these free runs is key to taking advantage of the early game corporation weakness. Desperado or Datasucker benefit you for getting free accesses, therefore even if you do not score agendas, you are not putting back your board state too much. There is no perfect algorithm for Netrunner. You need to make a judgement call based on the board state and your opponent’s options, as to whether running lots is worth while. But generally, even if you get punished for it some games, run early and run often. Overall it will make you a better player. Sometimes you may want a killer ICE breaker before you run e.g. against Jinteki Personal Evolution. If you are struggling with early game running, try playing a criminal like Gabriel Santiago who is better equipped to adapt to this mindset.
Playing against kill decks
I felt that it was important to specifically talk about kill decks, as these can be very difficult to deal with for new players. There are generally two types of kill decks, those focused on killing you with cards such as Scorched Earth and meat damage cards, and those that are trying to wear you down with lots of small damage effects and kill with a big damage shot. Both of these decks find it more difficult to kill you if you keep a full hand size, so the key tip here is to keep a full hand of cards. We also spoke earlier about how running first click is really important, this is especially true against kill decks as it will allow you to shake tags or draw up after suffering damage.
You will almost never want to be running clicks 3 or 4 against these decks. Decks trying to kill you with Scorched Earth will often be trying to tag you, they will often do this using ice, so make sure that you are avoiding tags where you can. You will also need be aware of cards such as SEA Source and Midseason Replacements which can tag you and can be dealt with by having more credits than the corporation. Kill decks have tricks to tag you proactively such as Breaking News and Posted Bounty, which are agendas that you can steal. Think ahead before stealing that agenda, as it could be the death of you. There are a number of cards specifically designed to help you deal with kills decks, however having these cards in your deck make your match ups against other decks worse, so think very carefully before including these cards in your deck.
Being aware of timing windows is something that will help you a lot as a runner. You can find the timing structure here, and getting your head around this is important for a number of reasons. Firstly, when you confirm you are going to access a server there is an opportunity for the corporation to take some actions, this could be rezzing defensive upgrades, or deal you a point of net damage with House of Knives. These are important things to be aware of when you are planning how much money or how many cards you need for your run. Secondly, it is important to know about who has priority when it comes to Fast Advance and anti-Fast Advance cards such as Clot. I don’t want to go into significant detail on this, but wanted to mention it so that new players can look it up. Priority can be a common occurrence and understanding the timings is an important part of your runner knowledge building.
We all want to get better, so what are some good tips to do so? Well I’d recommend this great article by Noah McKee as a starting point. One of the key things Noah talks about in his article is how he keeps notes of each game and writes down the things he did wrong. I think this is something that would definitely benefit new players, being able to identify what has cost them the game or common misplays will help them improve quickly.
Hopefully this helps you get better as a runner or helps you when talking to new players about running. Most of this article has come from my own experiences teaching new players and training someone who wanted to play in the competitive scene I probably am missing a few things, so if you think of anything that needs to be included here, drop me a message.
I can still remember how intimidated I was going to my first competitive Netrunner tournament. I’d seen they were happening on a monthly basis at the local games store, and I had some friends who played, but the idea of spending a day playing against people I didn’t know – all of which I knew would be better, smarter, and more cunning than me – and getting crushed in game after game filled me with a kind of existential dread that I am sure a lot people would recognise.
What made me get over that initial fear and sign up for the event was the Chronos Protocol Tour – and I wanted to vote on which ID I wanted to get printed, and for that, I had to play in the tournament. I turned up with decks I had designed myself, having never read a single article about Netrunner online, never looked at someone else’s decklist, never read a tournament report. I went in expecting to lose every game on the day.
But I didn’t. I won a couple of games and had a lot of fun; the gulf between my expectation of the event and the reality was as wide a gap as I could ever have believed. Having played in some competitive Magic:The Gathering events, my visions of shark-eyed ‘pros’ scoffing as I installed cards they wouldn’t dream of playing, followed by them dismantling me and rolling their eyes as they left me crushed, were washed away. Instead what I found was a friendly, welcoming, but definitely competitive group of people who were thrilled to see new players entering the local scene.
With the recent announcement of FFG’s NAPD Most Wanted List shaking up the established decks, and the beginning of Store Championship season upon us, there might never be a better time for you to overcome your fears and take the plunge into competitive play. Still not convinced? Then let me try and debunk some myths about these events, give some tips for how to approach your first tournament, and what you should do and where you should go once your first event is over.
Here in Sheffield, the group of Netrunner players seems to widen every month, and some of these concerns are things people have mentioned to me as reasons why they haven’t, or are worried about, playing in a tournament.
“There’s so many technical rules in Netrunner I don’t know, I’m going to get disqualified because I did something wrong I didn’t know about”
This is something I have heard from more than a few people – a perception that entering a tournament is going to be a minefield of unknown or misunderstood rules where, and when you say something nonsensical like “I flip my Jackson facedown in Archives”, instead of a puzzled look from your opponent, instead your opponent calls a judge and Rules Lawyers you out of the event for something you didn’t even know was a mistake.
The reality is than in 16 months of regular tournament attendance, including Regional and National Championships, I have seen only a handful of judge calls, and none of them resulted in disqualification. I have seen one game loss in an event, and the person in question volunteered to take it when they realised they had an illegal deck by mistake.
The people who you play against, especially if you mention this is your first tournament in the pre-game setup chit-chat, will all either be just as inexperienced as you, or remember their first tournament experience and be generous and sympathetic to your rules concerns. 95% of rules disputes can often be walked back at the table without the need to call a Tournament Organiser or judge to make a ruling. If you do have a rules query, a concern, or something doesn’t look right to you, each event should have someone knowledgeable and neutral on-hand to resolve these kind of disputes. Despite not having an official judges program, every event you go to should have any number of people who can cite chapter and verse the rules, ruling, or timing issue you are trying to straighten out.
That’s not to say you should walk into a tournament having only skimmed the rulebook once – if you are planning on playing in any kind of competition, having a core understanding of the rules should be part of your preparation. However, as long as you understand the basics, anything up to a Store Championship level should mean that your opponents aren’t going to react too harshly to any missteps you make. It’s not until you reach the highly competitive climate of Regionals and Nationals that you need to have internalised all the rules, but I wouldn’t recommend making a Regionals or Nationals your first taste of competitive Netrunner either.
So go out there, and don’t be afraid to make mistakes. You are going to encounter rulings that seem counter to what you think must be true (I can still remember first encountering the The Foundry-Accelerated Beta Test interaction in a game against World’s Top 16 player Gary “evilgaz” Bowerbank and spending the rest of the game thinking “that can’t be right” as he trounced me in the first of what would become several encounters between us), but at the same time you are going to learn a lot about how some of the stranger corners of the game function, get a better understanding of some of the timings and wrinkles in Netrunner play, and you’re definitely not going to get thrown out of the event for any of it.
“The card pool is huge and intimidating! I don’t know what every card does, and I can’t learn all 800+ cards before an event. I am going to lose to something I’ve never even seen before!”
Yes, Netrunner has a big card pool. There are a lot of options out there. However, a lot of movies get made every year, but I bet you could take a decent stab at naming a bunch of high profile movie releases from 2015.
Someone brought this up with me during a regular casual Netrunner night in the Pub in Sheffield where I play, and it got me thinking. I contacted FFG Data guru and Netrunner player Jaffer Battica (@jafferbatica), who was compiling some data from the Top 16 of Worlds, and based on the top 16 decks featured at World’s this year, only 73 different Corp cards and 84 different Runner cards were played over all those decks – a far less intimidating number of cards to be familiar with, especially when several of the greatest hits are no doubt cards you have come across already.
If you are here, reading this article, you’ve already found a great resource for familiarising yourself with what cards you might reasonably expect to see – the internet is full of fantastic guides to the world of competitve Netrunner, from this fine website, to Netrunnerdb.com (especially its ability to search for decks which placed highly at tournaments), to Stimhack, as well as plenty of video content on youtube provided by channels like Facecheck and NeoReading Grid, and a raft of excellent Netrunner themed Podcasts like RunLastClick, Terminal7 and The Winning Agenda, all of which can give you a leg up on your understanding of the cards you are likely to see across the table from you.
But if all that sounds like too much hard work, the real secret is – you don’t need to have memorised the text on every common card to play in a competitive environment. You’ll have plenty of time to read cards as they are played, and while knowing what cards you might expect your opponent to be holding, or have installed over their servers can be the key to winning games, that’s something that you will pick up naturally as you continue to play. Every game, win or loss, is a lesson in what is possible as you start your journey into the competitive scene.
“Everyone is just going to show up with these unbeatable decks from the internet and I am going to get crushed with my home made deck all day”
No-one, especially not me, is going to tell you that there aren’t going to be people at these events who are playing decks which are currently popular. But no deck plays itself, no deck has perfect draws, and no deck is guaranteed a win over any other. Player skills factors as much into the outcome of a game as the composition of cards in your deck, so as long as your deck contains the basics it needs to win (like a suite of breakers in a Runner deck, a way to score agendas and/or kill your opponent in a Corp deck) then you stand at least some chance against everyone you sit down opposite on the day.
Of course, there’s nothing to stop you looking at one of those resources I mentioned above, or just asking the local players in your area about what is strong, and bringing a competitive list from the internet yourself. There is absolutely no shame in ‘netdecking’, people are not going to judge you harshly, throw stones at you, or run you out of their store on a rail if you bring Prepaid Kate and NEH Fast Advance to a competitive event – you can be sure you will not be the only one there making those kinds of decisions.
So whether you take a home brewed list or a known archetype, there isn’t a game you should feel you have lost as soon as you sit at the table. Good, experienced players might still beat you, but your deck choices shouldn’t.
“I don’t really know what I am doing! What if I do something wrong at the tournament?”
It’s pretty hard to mess up attending a tournament. Turn up on time, take two legal decks, wait for your opponent to be named each round, play them, then tell the tournament organiser the score, repeat until the end. There is no dark secret or arcane initiation to tournament structure. All you need to do is play who you get told to play, and let the tournament organisers take care of the complicated ranking and record keeping part.
“I just can’t take the pressure of playing in a tournament!”
I had someone say this to me a couple of weeks ago and it really threw me for a loop. Because in reality, the only pressure that exists in tournaments is the pressure you put on yourself. The first time you attend a tournament, the other players aren’t going to look at you and go “Hey you! Unless you come at least 5th in this event, you are banished forever from our presence!”. If you enjoy playing Netrunner, then attending a tournament should be exactly as much pressure as you feel when you play with your friends. You might have some tense games, you might get invested in the result, but the only thing expected of you by the other attendees is that you come and play.
Think of it as like the Netrunner equivalent of Speed Dating – you pay a little money to attend, you get to meet and play a bunch of new people. The difference here, is you also get prizes for participating, something that I think Speed Dating is lacking.
Fine, I’ll do it! – Attending your first tournament
OK, if I’ve convinced you it’s not going to be a scary as you thought, here’s a few useful tips for your first tournament.
Before you show up, make decklists for both the decks you are taking, and compare the lists to the actual physical cards in each deck. That’s a good way to make sure you’re not missing any key cards, and that your deck is legal (in terms of influence and card numbers etc).
Tournaments can be long days – especially Store Championships, which can take up to 6-7 hours to finish. Have a good breakfast if you can, because sometimes lunchtimes are short and its not easy to get a decent lunch, and take something to drink throughout the day as well – you’ll be surprised how much energy you can expend playing Netrunner, and being well fed and hydrated throughout the day will stop you feeling sluggish and miserable as the day goes on.
If possible, try and take a tournament buddy. It’s always useful to have someone to trade war stories with between rounds, review decisions you’ve made, or just blow off steam with. If you are going on your own, you can always ask the Tournament Organiser to introduce to the people who are waiting for the event to start and talk with them – it’s possible you’re not the only new player, or you might just get talking with someone else playing throughout the day.
Don’t get too stressed or overly invested when you are playing. Politeness and good sportsmanship generally have been hallmarks of the Netrunner community – in 16 months of competitive play, I’ve never had a bad, surly, or abusive opponent, and it’s that part of the game which keeps many people coming back to competitive events having left other, perhaps less friendly competitive games.
Finally, set yourself a reasonable goal for the day. I ran a community event in November last year where we had several people for whom it was their first event, and I know at least 2 of them came into the event with the goal of winning at least one game (which they both did). Even if your goal is just to meet people, see some different decks in action, or find out about the larger netrunner scene in your area, try and have something you want to accomplish on the day. However, remember to keep it realistic – going into your first tournament thinking “I’ll only be happy if I come first or second” is probably only going to leave you frustrated and give you a negative experience. (unless you are a Netrunner Prodigy, or you’re participating in a 2 man tournament).
Tournament Fever – When is the next one?
After you’ve had your first, hopefully positive, Netrunner tournament experience, you might find yourself wanting to dive deeper into the competitive scene. You’ve come away with some prizes, some new friends, and a desire to go back and do better than you did last time. So what do you do next?
Reach out to the community of players you just met, through social media or casual netrunner meetups, and ask them about upcoming events. Sometimes you’ll find a group from your local area who travel around to other tournaments nearby, and you can join in on some Netrunner Road Trips, with a pre-arranged set of tournament buddies ready to roll into someone else’s town and take on their players. Most areas will have some kind of website/Facebook group/social media thing surrounding their local scene where details of upcoming events will be available for you to search. For FFG’s more organised play events, you can find listings of every Store Championship, Regional, and National event on their website.
Look out for people posting details of community-organised events near you on places like this fine website (if you are in the UK), Stimhack, or other Netrunner larger community forums. If you’re lucky, there might be a New Player Only community tournament being organised in your area, and if not, ask your local Tournament Organiser to see if people might be interested in one – you never know your luck.
Hopefully some time in 2016 I’ll be hosting a New Players Tournament here in Sheffield, as well as a second outing for my Charity Gift tournament later in the year. If you’ve still not taken the competitive plunge by then, get in touch, and I’ll make sure to save you a place.
Now that Worlds 2015 is over I suggested to Dave that we should do a postmortem of Leela to identify whether she was the right identity to play in the meta and whether we included the correct cards in the deck. Our entire chat that this article is based on can be found below if you’d like to listen to us discuss Leela in detail (and some other Android: Netrunner-related stuff!)
With the approaching advent of Worlds 2015 the two of us were considering the available deck options. Despite being long-time fans of Criminal, we had reservations about piloting the faction in Worlds: Criminal has several limitations that are difficult to overcome in the current card pool, as Dave pointed out well in his “Perfect Blue” article. Chief among them are the limited breaker suite and the lack of in-faction recursion and R&D pressure. Still, the faction keeps its charm, especially in an environment where horizontal decks (and NBN in particular) dominate. Over Twitter PMs we decided to gamble on a yellow Corp meta which made Criminal an attractive, if somewhat risky, option. Dave had decided to play his trustworthy Leela Patel early on in Worlds testing, and after several Andromeda games I decided to train as a pragmatist and sleeve Leela for Worlds as well.
If you’d like to read/hear more about the pre-Worlds decision, you’re welcome to read Dave’s Worlds report or listen to his interview with The Winning Agenda. It was very exciting to see almost twenty players piloting Leela at Worlds — especially given that Dave has been a fan for almost a year, providing a lot of positive marketing. We would now like to turn our attention to the future of Criminal, and Leela in particular, and discuss our main observations from Worlds.
Leela in Minneapolis
The biggest question is: was a horizontal-targeted Leela Patel the right choice for Worlds? Sadly, the answer is in the negative. Yes, Near-Earth Hub was the most popular Corp, Haarpsichord came in third (find the full statistics here), and Leela has a brilliant matchup against both. The thorny issue is the huge success of Food Coats builds. There was way more Food than we expected and they were much more successful, with the top 30 decks dominated by Food. Some of this might be due to the influx of Plascrete Carapace following the PSI Games in early October which lead to several top players abandoning Haarpsichord 24/7 kill decks. More importantly, Food Coats proved itself to be highly resilient to both Noise and Valencia DLR, allowing it to climb high.
Given that Food Coats is Leela’s weakest matchup we both faced tough competition. Looking back on it now, Dave believes that it comes down to the big code gates, such as Tollbooth and Turing, as one of the main problems. Shaper has Cyber-Cypher, Anarch can use Faust, and both have access to D4v1d and Parasite recursion. The Criminal option for decoders is limited, and since D4v1d is not an Icebreaker it cannot be tutored using Special Order. We ended up using either Peacock or ZU.13 Key Master, which only work if you can limit your runs. Eli 1.0 is another issue: Criminal has neither “Lady” nor Parasites, so their solution is Corroder and Datasuckers. This leads to a triple whammy: a rig complicated by Datasucker, slow accumulation of Datasucker counters versus Food, and the prevalence of Cyberdex Security Suite all make this a weak approach.
We believe that this lesson is important for the upcoming Store Championship season. Right now there is a reasonable chance that Food will ride its success in Worlds to become the deck to beat, closely followed by the always-popular NEH AstroBiotics and some flavor of kill deck (either NEH or Haarpsichord). Criminal is a difficult choice in such a metagame.
If you do take Leela, however, there are several modifications that can be done to Dave’s build to improve the Food matchup. First, the Bank Jobs and John Masanori should probably be replaced, perhaps with Daily Casts and Symmetrical Visage, respectively. Bank Jobs are a wasted draw in many Food matchups, and Masanori would not net the card economy required to sustain the deck. Both are still usable against Replicating Perfection (the other prominent Glacier build) but are a handicap versus the traditional Haas-Bioroid build. Next, the Datasuckers might need to come back: they help with Eli 1.0, Tollbooth, and potentially Assassin. Just remember Cyberdex Virus Suite — it tends to appear at the most uncomfortable situations, and was the main motivation for removing Datasucker from the Worlds list.
The tricks package is also up for debate. It is unclear whether Emergency Shutdown is the right choice. Food quickly amasses a large bank to make it irrelevant while NBN builds are usually too fast and don’t have many targets. You might wish to replace it with a third Inside Job which gives you an early-game tempo boost and serves as a strong bypass and economy options later on. Other possible additions are more copies of Legwork and possibly one The Maker’s Eye. The goal is to increase run efficiency. By accessing more cards during each Central run, you reduce the credits spent on fueling breakers.
Whatever you do, you should probably keep two copies of Plascrete Carapace. We doubt that Haarpsichord (and related kill decks) are going anywhere anytime soon.
I think if we wanted to play Leela in the current meta we would test with something similar to this as a starting point:
Endless Waltz v10
Leela Patel: Trained Pragmatist
- 3x Account Siphon
- 3x Dirty Laundry
- 2x Inside Job
- 2x Legwork
- 3x Special Order
- 3x Sure Gamble
- 3x Desperado
- 2x Plascrete Carapace
- 3x R&D Interface ••••• •
- 3x Daily Casts
- 3x Kati Jones
- 2x Security Testing
- 2x Symmetrical Visage
- 1x Atman •••
- 2x Corroder ••••
- 3x Faerie
- 1x Femme Fatale
- 1x Mimic •
- 1x Peacock
- 1x Yog.0 •
- 2x Sneakdoor Beta
Piloting the deck
Leela is a challenging Criminal identity to pilot. Many Leela players are trying to build a perfect board position. They wait for the Corp to score, meanwhile setting up their rig and installing various cards that trigger on score, such as Logos or Gang Sign. The idea is that the Corp will score and that will set up the devastating run that will win the game. The problem with this approach is that you’re forfeiting the tempo advantage that lets Criminal shine. The Corp will score at the time that minimizes your ability’s impact. For example, if they install and advance a 3/2 agenda in their remote, they could later double advance it, score, and immediately reinstall the card you bounced — gaining you almost nothing.
On the other hand, Dave’s playstyle is much more aggressive. Chris “ZeromusPE” Hinkes compared it to wielding a sniper rifle: it’s very powerful, but you need to get the headshot to make it work. One out of ten or twenty games you will get a “chain reaction” where a series of steals and bounces will outright win you the game. Most of the time, however, you need to have the perfect timing in order to steal an agenda when Leela’s ability deals the most damage. Keep the Corp in the early game by bouncing ice and applying economic pressure. Follow the “traditional” Criminal mantra, trying to nab as many points in the early game while forcing the Corp to overextend.
However, this stage is where Leela differs from other Criminal runners. Gabe or “Tenma” have to continue applying the pressure, even once the Corp manages to stabilize. This leads to the familiar Criminal problem of running out of steam. Leela utilizes the early tempo advantage to switch to “waiting mode”. This is similar to the approach we described above; the reason Leela is a skill test is because choosing when to transition is the key to her identity. Go for the aggro game but know when to stop. Get your breakers, set up your R&D Interfaces, draw your Account Siphons and Legwork. As the window arrives, switch back to being aggressive and find the agenda needed to bounce a rezzed card or another key piece of ice. Balance the aggro with the right amount of patience and control.
Continuing their tradition from last year, Fantasy Flight Games has spoiled a nice chunk of Mumbad cards through their website and the “Hardwired” draft. There are several cards that attracted our attention as potential tools for Leela and other Criminals.
First and foremost, The Turning Wheel (TTW) is expected to fill multiple roles. By replacing R&D Interface with TTW you save three influence. These influence points could be used for handling code gates, perhaps in the form of Atman. The Turning Wheel also helps with run efficiency, allowing you to run centrals less often in your search for agendas. Finally, since it does not require an access to accumulate a counter, it works well with Account Siphon and Security Testing. You could run a server for 1-2 credits, but the TW counter will be worth the click. Leela rarely floats tags, making TTW a perfect fit.
Political Operative promises to significantly help with the Food matchup. Oftentimes the Corp will not rez an early-game HQ ice in order to dodge a Siphon, giving you an easy window for getting the Operative on the table. Once it’s there it can hit on Caprice Nisei and Ash 2X3ZB9CY, opening up a remote or R&D that was previously inaccessible. Operative can also trash a Crisium that otherwise would have stopped a Siphon. Even against Adonis Campaign, being able to trash Operative before they get their first Adonis proc could set the Corp back enough.
Mongoose is a new killer that appears to be reasonably efficient. It does not compete with Mimic directly (as breaking Architect is 3c), but could let Criminal get through Sentry towers more easily. We do not think that you replace any of the Faeries with Mongoose, but you might want to squeeze it in as a fifth killer.
Unless … you’re piloting Nero Severn, the shiny new Criminal identity. Nero feels like an Aggro Criminal except he does not have the economy boost that Gabe and Andromeda get. His ability to mostly ignore Sentries sounds powerful. The original problem of code gates and Eli 1.0 remain, however, so while he might be more efficient in handling Architect, Ichi 1.0, and Assassin, it remains to be seen whether he’s versatile enough to become competitive in tournaments.
We are still optimistic that Criminal could make a comeback as a faction. They were under-represented in Worlds, and sadly only one made it to the top 16. We hope to see higher Criminal presence in the upcoming store championship season — and if not, as soon as The Turning Wheel is released.
We feel like we got the high volume of NBN decks correct and had a deck that could deal with the top archetypes in that faction. However we greatly mis-understood how strong Foodcoats was going to be, and that was a terrible matchup. In hindsight giving the deck some stronger economy options against glacier may have been the right call. Criminal is still a playable faction, and cards such as Political Operative and The Turning Wheel will hopefully help it return to having a top tier deck within the meta.
Dave “Cerberus” Hoyland has written an excellent article about the state of Criminal. He poses a difficult question: what is wrong with the faction that dominated the tournament scene up until the end of 2014? Judging from Stimhack and other online sources, we see less Criminal presence overall and even less top performances. Criminal is mostly gone right now, at least based on winning deck lists and forum posts. Cerberus is highlighting several flaws in Criminal deck construction, such as weak non-killer breakers, no R&D pressure, and lack of recursion. The combination of these put a strain on influence allocation in Criminal decks. He is also pointing out the changes to the Corp metagame, focusing on Caprice Nisei and the recent introduction of Marcus Batty, two upgrades that seem to harm Criminal the most. He wraps up his piece with ideas for potential future cards that could help the faction, and hints at the untapped deck space that might include a competitive Criminal build. We cannot do much about the former; my purpose here is to focus on the latter. What would be a good starting point for a Criminal build?
Two clarifications are in order. One, I am thinking about a November 2015 metagame, the shape of Android: Netrunner as it will be played in Fantasy Flight Games’s Worlds Championship. Two, this article revolves around theorycrafting and untested ideas. My personal interests lie elsewhere right now (I am taking my Nasir Meidan Solidarity build to Worlds), but I think that this article might offer some potential starting points to any Criminal aficionados.
First, what Criminal decks have already been established? At least two builds reached top performance in the past year. Stealth Andy faired well versus Sentry-heavy RP glacier builds (forcing RP to tone down that aspect of their ice mix) while still getting wins versus other Corp decks. Dave’s Leela build is another good option, an opportunistic build that forces the Corp to either slow down or risk a waterfall following an agenda score or steal. In addition to these, AndySucker was a star of Worlds 2014, though it lost much of its popularity as RP Glacier became prominent. All three of these builds still have a lot of potential when introducing new cards and sharpening their core strengths — for example, adding Parasite to AndySucker. Furthermore, now that NEH AstroBiotics survived the Clot storm, all three of these deserve attention as they tried and tested versus NBN’s brand of fast advance.
With that said, let’s consider how to take Criminal to the next level. Dave focused on the factions’ weaknesses. Let’s turn the tables and examine its strengths. There are are three main points that distinguish Criminal from the other factions.
- Aggressiveness. Criminals are the kings (and queens) of the early game. They can attack early and often, preventing the Corp from building up and embarking on its game plan. The Corp must adopt a defensive position for many turns when facing Criminal. Leela is a good example: if the Corp neglects to double-ice centrals before the first agenda score, the snowball effect could dismantle their board.
- HQ access. Criminals have HQ Interface, Legwork, and Sneakdoor Beta, which make keeping agendas in HQ a risky proposition. A successful run on HQ doubles as a lead to Emergency Shutdown.
- Account Siphon recursion. Identities from other factions piloted AS recursion well, with builds ranging from Reina, through MaxX, to Hayley. Criminal save the 12 influence required to splash AS in other factions while providing additional tools to pressure the Corp before and after a Siphon (Inside Job, Emergency Shutdown, and Crescentus all come to mind).
Following the above, here are some ideas for relevant cards that Criminal might want to adopt.
Faust, Drug Dealer, and Fisk Investment Seminar. AIs are among the strongest icebreakers — while they each come with some disadvantage, their flexibility compensates for the special circumstances required to operate them. For Criminal, Faust is an especially attractive option, especially in combination with existing Datasucker-based builds. It opens up servers for that critical hit Criminals like, such as Legwork, Account Siphon, or a remote access. Criminal recently got two excellent draw options to feed Faust: Drug Dealer is a drip draw that takes a small toll of one credit, and Fisk Investment Seminar is a Diesel-like burst of three cards. While FIS accelerates the Corp as well, it could serve as quasi-R&D access by following it up with an HQ Interface run or Legwork.
Eater and DDoS. Eater is another potential AI for Criminal and DDoS, while not a breaker per se, makes running easier (especially in combination with Inside Job). These cards reinforce the necessity of double-icing servers to keep Criminals out, slowing down the Corp and leading to its stagnation in the early-game.
Vamp and Apocalypse. Criminals like the early-game, and these two cards allow resetting the game in order to again capitalize the faction’s strengths. Vamp has been seeing surprisingly little play since its release in Trace Amount, with very few leading archetypes utilizing it. In Criminal, Vamp is a great follow-up to Account Siphon and sits well with Siphon recursion decks if the Corp runs out of control. Apocalypse utterly destroys the Corp’s tableau; you cannot ask for a better reset button, though its side effects require specific deck construction. Once you build your deck accordingly (if your only breaker is Faust, for example, if your rig is disposable — see Geist below), Apocalypse could be a perfect splash into Criminal.
Parasite and Prey. Every once in a while a Criminal deck with 2x Parasite and 1x Clone Chip (or even 3x Parasite, 1x Clone Chip) makes an appearance and catches Corps off guard. The combination of ice destruction, early-game aggression, and economic pressure is powerful. AndySucker builds in particular are good targets for adding Parasite, and so are Leela builds (such as Dave’s Waltz). Prey is Parasite’s little brother that does not require outside support and has the potential to operate faster. It is two credits and one click cheaper, so sniping Pup and Pop-up is superior with Prey. While there’s a limit to what it can trash (maybe up to Eli 1.0, and even that as a late-game), its efficiency is alluring.
Drive By and Gang Sign. These Criminal cards have been released recently and have a lot of potential. Drive By forces an early upgrade rez (and if they don’t rez it in advance it can snipe a Caprice Nisei or a Marcus Batty) and doubles as an effective method to trash SanSan City Grid and Corp economy assets, two sources of headaches that no runner wants to deal with. Gang Sign is another break on the Corp’s plan — score early and you risk losing an agenda from hand. I had a chance to experiment with these on both sides of the table, and they are promising.
Geist, along with Security Chip, Street Peddler, and DDoS again. All of these lead us to the elephant in the room: Criminal’s newest identity, Armand “Geist” Walker. To be honest, I initially thought that poor Geist is doomed as binder fodder. However, having played against him several times, I can attest to his speed and efficiency. I’ve only encountered “vanilla” Geist builds that try to build up and follow the usual Corp plan, and they were terrifying — Geist can accelerate into a full rig in just a few turns, make a couple of decisive runs, then replace the one-time breakers with more permanent solutions. An additional advantage of his disposable rig is that it combos well with Account Siphon, Vamp, and potentially Apocalypse. You don’t care if your rig is gone if the Corp is crippled. Geist deserves more attention as a competitive runner.
I will leave you with two deck lists. First, a Geist build that was developed by Chris “ZeromusPE” Hinkes over a nice chunk of games. It’s a traditional Criminal build, aiming to threat a remote while recursing Account Siphon and applying economic pressure through Crescentus. Give it a shot, it’s surprisingly fast and catches many Corps off-guard:
Armand “Geist” Walker: Tech Lord
- 3x Account Siphon
- 3x Dirty Laundry
- 2x Emergency Shutdown
- 3x Sure Gamble
- 2x Clone Chip
- 3x Desperado
- 1x HQ Interface
- 2x Plascrete Carapace
- 1x R&D Interface
- 3x Fall Guy
- 2x Same Old Thing
- 1x Corroder
- 3x Crowbar
- 2x Faerie
- 1x Mimic
- 3x Shiv
- 3x Spike
- 1x ZU.13 Key Master
- 3x Crescentus
- 1x Self-modifying Code
- 2x Sneakdoor Beta
The following Leela deck started as Dave Hoyland’s “The Endless Waltz” deck and incorporates the Faust idea illustrated above (along with Drug Dealer and Fisk Investment Seminar, plus a surprise Parasite). I only played it a few times, so much more tuning is necessary, but it already shows a lot of potential. Faust works similarly to Crypsis upon Android: Netrunner’s original release, almost guaranteeing access to centrals and a remote which is not defended by a relevant upgrade:
Leela Patel: Trained Pragmatist (All That Remains)
- 2x Account Siphon
- 1x Inside Job
- 2x Special Order
- 3x Sure Gamble
- 1x Emergency Shutdown
- 3x Dirty Laundry
- 1x Hostage
- 1x Legwork
- 2x Fisk Investment Seminar
- 3x Desperado
- 1x Plascrete Carapace
- 2x HQ Interface
- 1x Clone Chip
- 1x Kati Jones
- 2x Security Testing
- 1x Utopia Shard
- 3x Drug Dealer
- 1x Film Critic
- 1x Corroder
- 1x Mimic
- 1x Femme Fatale
- 2x Faerie
- 1x Passport
- 1x Cerberus “Rex” H2
- 2x Faust
- 2x Datasucker
- 1x Parasite
- 2x Sneakdoor Beta
Going back to my Nasir Meidan article that was published by Stimhack on December 2014: the Netrunner community *still* has not explored the card pool enough. We have gone through Store Championships, Regionals, and Nationals, but the pool of competitive decks is rather slim. I wholeheartedly agree that unusual competitors appear every once in a while (such as the latest “Doomsday” Haarpsichord combo deck), but there has been little dedicated research. In my opinion, Criminal suffers from a negative hivemine stereotype; the previous “draw a card, play a card” mantra that served it so well work better out of Shaper now, so many have migrated there. If we (as a community) try some new ideas, some new directions, there is a strong possibility that a Criminal archetype will emerge.