Android: Netrunner: The Living Card Game

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Post Post #100 (ISO) » Sun Sep 22, 2013 5:12 pm

Post by SpyreX »

Hito I just wanted to say I came across both of your articles and thought they were good before I came here and saw it was actually you. :P

I've been playing this some, and I'm really enjoying it. I played the original a lot back in the day and I think that this took the core ideas and really smoothed most of the mechanics. I'm not active much on OCTGN yet, but I'm hoping to get there.
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Post Post #101 (ISO) » Mon Sep 23, 2013 7:10 am

Post by hasdgfas »

I'm interested in this game, but I don't really have people to play with since I don't have a car to go play at my LGS whenever I want to. Maybe when hito moves near me he can find some time to throw me into the fire and murder me as I try to learn. Is there a good tutorial type thing for this game so that I'm not just going in completely blind? I've watched the FFG tutorial videos, but those don't help me as much as actually playing the game.
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Post Post #102 (ISO) » Mon Sep 23, 2013 7:36 am

Post by mykonian »

hito has put something online. Db0 has quite a bit of material, most simply of playing the game, but they help.
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Post Post #103 (ISO) » Mon Sep 23, 2013 9:10 am

Post by TheButtonmen »

I saw a terrible terrible deck last night and it made me curious if their core idea could work so I've tossed together a quick list I'm going to try out.

Spoiler:
Identity:
Cerebral Imaging: Infinite Frontiers (Creation and Control)


Total Cards: (54)
Agenda (11)
Accelerated Beta Test (Core #55) x3
Project Vitruvius (Cyber Exodus #51) x3
Corporate War (Future Proof #120) x3
Efficiency Committee (Creation and Control #5) x2

Asset (3)
Jackson Howard (Opening Moves #15) x3 ■

ICE (18)
Eli 1.0 (Future Proof #110) x3
Heimdall 1.0 (Core #61) x2
Heimdall 2.0 (Creation and Control #15) x1
Howler (Creation and Control #16) x3
Ichi 1.0 (Core #62) x3
Ichi 2.0 (Creation and Control #17) x1
Sherlock 1.0 (Trace Amount #30) x1
Wall of Static (Core #113) x2
Bastion (Creation and Control #26) x2

Operation (20)
Archived Memories (Core #58) x3
Biotic Labor (Core #59) x3
Green Level Clearance (A Study in Static #70) x3
Hedge Fund (Core #110) x3
Shipment from Mirrormorph (Core #60) x2
Anonymous Tip (Core #83) x3 ■
Celebrity Gift (Opening Moves #12) x3 ■■■

Upgrade (2)
Awakening Center (Creation and Control #21) x2


The goal is to just hide all your agendas in a massive hand and generate large amounts of cash with an assetless economy, you then win by recurring biotic labour(s) to fast advance your agendas. 90% of the ice goes on your R&D as you never make a remote and rely on the sheer size of your hand to hide your agendas in it as most decks these days are all geared towards pulling points out of the R&D not the HQ.
Last edited by TheButtonmen on Mon Sep 23, 2013 9:16 am, edited 2 times in total.
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Post Post #104 (ISO) » Mon Sep 23, 2013 9:13 am

Post by TheButtonmen »

Account siphon is an auto-win against this deck though.
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Post Post #105 (ISO) » Wed Sep 25, 2013 3:08 pm

Post by TheButtonmen »

Identity:
Chaos Theory: Wunderkind (Cyber Exodus)


Total Cards: (40)
Event (18)
Account Siphon (Core #18) x3 ■■■■
Diesel (Core #34) x3
Dirty Laundry (Creation and Control #52) x3
Escher (Creation and Control #31) x1
Infiltration (Core #49) x2
Modded (Core #35) x3
Quality Time (Humanity's Shadow #87) x3

Hardware (9)
Clone Chip (Creation and Control #38) x3
R&D Interface (Future Proof #107) x3
The Toolbox (Core #41) x3

Program (13)
Atman (Creation and Control #40) x3
Datasucker (Core #8) x3 ■
Deus X (A Study in Static #66) x1
Magnum Opus (Core #44) x3
Self-modifying Code (Creation and Control #46) x3

Resource (0)
Last edited by TheButtonmen on Wed Sep 25, 2013 3:20 pm, edited 1 time in total.
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Post Post #106 (ISO) » Wed Sep 25, 2013 3:18 pm

Post by TheButtonmen »

Wunderkind at first appeared to be a terrible identity but it turns out you can do dirty dirty things with the memory she provides!

You've got the Atman / Datasucker core backed up by Magnum Opus and enough influence / room left over to fit in account siphon / infiltration. With full sets of Diesel / Quality Time and the fact that Wunderkind lets you play a 40 card deck it's incredibly easy to assemble your engine and you have the Self-modifying Code / Clone Chip package for tutoring. The Toolbox is incredibly strong and you have the money to get it into play fairly early from which point the 2 link / 2 recurring credits quickly add-up. The Account Siphons are obviously incredibly strong, catch most opponents completely off guard game 1 and with the ability to still connect turn 1 in later games thanks to atman's ability to break whichever type of ice they put on their HQ you can turn a decent number of games into complete blow outs.
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Post Post #107 (ISO) » Fri Oct 25, 2013 1:35 am

Post by Nexus »

Bump.

We should set up some actual organisation of games and such of this. I really need to get into looking at the expansions.

Edit: Also, anyone got any suggestions on podcasts or blogs to read and stuff relating to the game?
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Post Post #108 (ISO) » Fri Oct 25, 2013 6:03 am

Post by mykonian »

pffft, idk. There's a forum on bgg that's rather active. Via cardgamedb there's some access to series of articles and the likes.
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Post Post #109 (ISO) » Wed Dec 04, 2013 8:43 am

Post by xRECKONERx »

Alright, so I finally took the time to watch some tutorial videos and fell in love with the idea of this game. Seriously spent like five hours reading up and watching stuff on it last night. Gonna try and get the core set soon... I think, at least at first, the idea of playing the Corp seems more appealing to me. I like the hidden information aspect of it, which is also why I think I want to play Jinteki. From what I understand, they're all about bluffing and springing traps on your opponents, right?
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Post Post #110 (ISO) » Wed Dec 04, 2013 8:49 am

Post by xRECKONERx »

I don't really understand the "tag" or "trace" mechanics well enough, as I haven't really seen them in play in an actual game, so NBN looks like something I just don't even want to touch right now.

Weyland looks cool, though. Very macro heavy playstyle with a lot of big economy generation, it seems. Pump that economy into big ICE blockades or advancing agendas (some of their ICE can be advanced, too, right?). Seems simple enough to learn for a new player.

Haasbioroid seems to be a "Jack of all Trades" corp from flipping through the cards, like they don't adhere to any one specific strategy.

Which corp would you recommend for a beginner?
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Post Post #111 (ISO) » Wed Dec 04, 2013 10:13 am

Post by mykonian »

weyland, probably. Burst economy + ice that stops runners. Oh, and getting free wins by blowing their appartments up. To get used to the practical side of the game, that's probably easiest. As for strongest... nbn probably. It simply plays the most easily, it's strategy is really clear cut. Haas is the economy corp, but that makes it really tricky to get through the early game where they aren't very strong yet. The basic identity is easy to play, and makes you get used to the corporate tempo rather well. I wouldn't touch jinteki at first. It's hard to pull off, it has no economy, it's cards are efficient, but a lot of them are nichy. It has a lot of silly combo's that are hard to pull off, and generally bluffing works best if you are ahead... and that's right what jinteki is struggling to achieve.
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Post Post #112 (ISO) » Wed Dec 04, 2013 1:31 pm

Post by Sudo_Nym »

I would stay away from Jinteki as a beginner; it's all about bluffing the opponent and tricking him into activating your trap card, but it's harder then you'd think to get him to fall for it. I would save Jinteki until you've gotten some familiarity with the strategies of Corps and Runners, so that you'll be able to actually utilize the traps effectively. That said, a properly played Jinteki looks like a lot of fun; I haven't pulled it off yet, but I've seen games where somebody bluffs a Junebug to score agendas in unprotected servers, then do the same thing to make them walk into an Aggressive Secretary.
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Post Post #113 (ISO) » Wed Dec 04, 2013 4:35 pm

Post by xRECKONERx »

Went to our LGS and played a few test matches tonight. I played as Kate, and I had no clue what to do as runner. I honestly was always too scared to run at things just because I had no clue what was lying in wait. It was terrifying. Ended up winning the second of the two games I played, though, because I played some card that let me look at the top THREE cards of R&D instead of top one and I hit two agendas.
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Post Post #114 (ISO) » Wed Dec 04, 2013 4:59 pm

Post by chamber »

In post 113, xRECKONERx wrote:Went to our LGS and played a few test matches tonight. I played as Kate, and I had no clue what to do as runner. I honestly was always too scared to run at things just because I had no clue what was lying in wait. It was terrifying. Ended up winning the second of the two games I played, though, because I played some card that let me look at the top THREE cards of R&D instead of top one and I hit two agendas.
There is a burden of knowledge there but most really scary things have really large costs, or require the corp to sac a scored agenda. Early game the worst that's going to happen is you losing actions, or getting tagged, or having to pay a few clicks.
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Post Post #115 (ISO) » Thu Dec 05, 2013 5:35 am

Post by TheButtonmen »

In post 113, xRECKONERx wrote:Went to our LGS and played a few test matches tonight. I played as Kate, and I had no clue what to do as runner. I honestly was always too scared to run at things just because I had no clue what was lying in wait. It was terrifying. Ended up winning the second of the two games I played, though, because I played some card that let me look at the top THREE cards of R&D instead of top one and I hit two agendas.
Quick and dirty rules to stick with while you learn the game to avoid randomly dying:

#1 Never run against Weyland on your last click: You always want a click leftover to pay off the tag should you access a snare.
#2 End the turn with four cards in hand against Weyland any turn where you made a successful run due to seasource.
#3 Get your sentry breaker online first if possible because all of the ice which will have a permanent effect on you is generally sentries.
#4 Don't get too annoyed when you lose to Scorched or Junebug, once you learn the game they're actually pretty unthreatening (Junebug isn't even playable at higher levels).
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Post Post #116 (ISO) » Thu Dec 05, 2013 6:21 am

Post by TheButtonmen »

As runner I've been playing pretty much exclusively Exile for the past month and for the past twoish weeks I've been using the same list. The Copycat and Scheherazade I'm not entirely sold on but I haven't found any compelling reasons to replace them yet.

Spoiler: Exile.dec
Deck Created with CardGameDB.com Android: Netrunner Deck Builder
http://www.cardgamedb.com/index.php/net ... ck-builder

Identity:
Exile: Streethawk (Creation and Control)


Total Cards: (45)
Event (17)
Levy AR Lab Access (Creation and Control #35) x1
Diesel (Core #34) x3
Scavenge (Creation and Control #34) x3
Quality Time (Humanity's Shadow #87) x3
Test Run (Cyber Exodus #47) x3
Freelance Coding Contract (Creation and Control #33) x3
Stimhack (Core #4) x1 ■

Hardware (8)
Clone Chip (Creation and Control #38) x3
R&D Interface (Future Proof #107) x1
Plascrete Carapace (What Lies Ahead #9) x2
Dinosaurus (Cyber Exodus #48) x2

Program (18)
Nerve Agent (Cyber Exodus #41) x1 ■■
Faerie (Future Proof #104) x1 ■■■
Atman (Creation and Control #40) x1
Corroder (Core #7) x1 ■■
Crescentus (A Study in Static #65) x1 ■
Yog.0 (Core #14) x1 ■
Cyber-Cypher (Creation and Control #44) x1
Femme Fatale (Core #26) x3 ■
Magnum Opus (Core #44) x3
Self-modifying Code (Creation and Control #46) x3
Scheherazade (Second Thoughts #22) x1 ■
Copycat (Second Thoughts #25) x1 ■

Resource (2)
Same Old Thing (Creation and Control #54) x2


Influence Values Totals -
Anarch: 7
Criminal: 8
Shaper: 63


I haven't settled on a corp deck though and have been rotating through the factions on a nearly weekly basis, my current list is HB but I'm not sold on it yet.

Spoiler: HB Big Money
Deck Created with CardGameDB.com Android: Netrunner Deck Builder
http://www.cardgamedb.com/index.php/net ... ck-builder

Identity:
Haas-Bioroid: Engineering the Future (Core)


Total Cards: (49)
Agenda (10)
Accelerated Beta Test (Core #55) x3
Director Haas' Pet Project (Creation and Control #4) x1
Priority Requisition (Core #106) x2
Project Vitruvius (Cyber Exodus #51) x3
False Lead (A Study in Static #80) x1

Asset (9)
Adonis Campaign (Core #56) x3
Jackson Howard (Opening Moves #15) x3 ■
Marked Accounts (Cyber Exodus #55) x3 ■

ICE (18)
Eli 1.0 (Future Proof #110) x3
Ice Wall (Core #103) x3 ■
Ichi 1.0 (Core #62) x3
Rototurret (Core #64) x2
Tollbooth (Core #90) x3 ■■
Wotan (Second Thoughts #30) x1
Viper (Cyber Exodus #52) x3

Operation (12)
Biotic Labor (Core #59) x3
Green Level Clearance (A Study in Static #70) x3
Hedge Fund (Core #110) x3
Restructure (Second Thoughts #40) x3

Upgrade (0)

Total Agenda Points: 20

Influence Values Totals -
Haas-Bioroid: 40
Jinteki: 0
NBN: 12
The Weyland Consortium: 3
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Post Post #117 (ISO) » Tue Dec 10, 2013 6:23 am

Post by xRECKONERx »

My LGS is doing a Netrunner league and I had to sign up by this past weekend. Unfortunately, the deck you play with at the start has to carry you through the whole league, so I'll only be able to use my one core set to deck build. This is what I have so far:

Spoiler: Core Set HB
Haas-Bioroid: Engineering the Future

Total Cards: 49

Agenda (9)

Accelerated Beta Test x3
Priority Requisition x3
Private Security Force x3

Asset (8)

Adonis Campaign x3
Aggressive Secretary x1
Melange Mining Corp x1
PAD Campaign x3

ICE (21)

Enigma x3
Hadrian's Wall x2
Heimdall 1.0 x2
Ichi 1.0 x2
Rototurret x2
Tollbooth x2
Viktor 1.0 x2
Wall of Static x3
Wall of Thorns x2

Operation (8)

Beanstalk Royalties x3
Hedge Fund x3
Shipment from Mirrormorph x2

Upgrade (3)

Corporate Troubleshooter x1
Experiental Data x2


Spoiler: Core Set Gabe
Gabriel Santiago: Consummate Professional

Total Cards: 45

Event (23)

2 Account Siphon
3 Diesel
3 Easy Mark
3 Forged Activation Orders
2 Infiltration
3 Inside Job
3 Special Order
1 Stimhack
3 Sure Gamble

Hardware (4)

2 Cyberfeeder
1 Desperado
1 Lemuria Codecracker

Resource (7)

3 Armitage Codebusting
2 Bank Job
1 Crash Space
1 Decoy

Icebreaker (9)

2 Corroder
1 Crypsis
2 Femme Fatale
2 Ninja
2 Yog.0

Program (2)

2 Sneakdoor Beta


So yeah, how can I improve these with one core set only to work with?
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Post Post #118 (ISO) » Tue Dec 10, 2013 6:52 am

Post by TheButtonmen »

I made some minor changes to the HB deck but I think with core only NBN mght be stronger, I'd try play testing both quickly to see which you'd prefer.

Spoiler: Core HB:
Deck Created with CardGameDB.com Android: Netrunner Deck Builder
http://www.cardgamedb.com/index.php/net ... ck-builder

Identity:
Haas-Bioroid: Engineering the Future (Core)


Total Cards: (49)
Agenda (9)
Accelerated Beta Test (Core #55) x3
Priority Requisition (Core #106) x3
Private Security Force (Core #107) x3

Asset (8)
Adonis Campaign (Core #56) x3
Melange Mining Corp (Core #108) x2
PAD Campaign (Core #109) x3

ICE (20)
Enigma (Core #111) x3
Ichi 1.0 (Core #62) x3
Rototurret (Core #64) x2
Tollbooth (Core #90) x3 ■■
Wall of Static (Core #113) x3
Shadow (Core #104) x3 ■
Data Raven (Core #88) x1 ■■
Heimdall 1.0 (Core #61) x2

Operation (12)
Archived Memories (Core #58) x3
Biotic Labor (Core #59) x3
Hedge Fund (Core #110) x3
Beanstalk Royalties (Core #98) x3 ■

Upgrade (0)

Total Agenda Points: 21

Influence Values Totals -
Haas-Bioroid: 36
Jinteki: 0
NBN: 8
The Weyland Consortium: 6


Spoiler: Core NBN
Created with CardGameDB.com Android: Netrunner Deck Builder
http://www.cardgamedb.com/index.php/net ... ck-builder

Identity:
NBN: Making News (Core)


Total Cards: (49)
Agenda (11)
AstroScript Pilot Program (Core #81) x3
Breaking News (Core #82) x3
Priority Requisition (Core #106) x2
Private Security Force (Core #107) x3

Asset (6)
Melange Mining Corp (Core #108) x3
PAD Campaign (Core #109) x3

ICE (19)
Data Raven (Core #88) x3
Tollbooth (Core #90) x3
Wall of Static (Core #113) x3
Enigma (Core #111) x3
Archer (Core #101) x2 ■■
Rototurret (Core #64) x2 ■
Shadow (Core #104) x3 ■

Operation (11)
Anonymous Tip (Core #83) x3
Beanstalk Royalties (Core #98) x3 ■
Closed Accounts (Core #84) x2
Hedge Fund (Core #110) x3

Upgrade (2)
SanSan City Grid (Core #92) x2


Total Agenda Points: 21

Influence Values Totals -
Haas-Bioroid: 2
Jinteki: 0
NBN: 23
The Weyland Consortium: 10


Core Gabe with only 1 Desperado, zero Datasuckers and only two Account Siphons makes baby jesus cry.

Spoiler: Core Gabe
Deck Created with CardGameDB.com Android: Netrunner Deck Builder
http://www.cardgamedb.com/index.php/net ... ck-builder

Identity:
Gabriel Santiago: Consummate Professional (Core)


Total Cards: (45)
Event (22)
Account Siphon (Core #18) x3
Forged Activation Orders (Core #20) x3
Inside Job (Core #21) x3
Special Order (Core #22) x3
Sure Gamble (Core #50) x3
Diesel (Core #34) x3 ■■
Easy Mark (Core #19) x3
Stimhack (Core #4) x1 ■

Hardware (3)
Desperado (Core #24) x3

Program (12)
Sneakdoor Beta (Core #28) x2
Corroder (Core #7) x1 ■■
Datasucker (Core #8) x3 ■
Mimic (Core #11) x1 ■
Yog.0 (Core #14) x1 ■
Crypsis (Core #51) x2
Femme Fatale (Core #26) x2

Resource (8)
Armitage Codebusting (Core #53) x3
Bank Job (Core #29) x2
Decoy (Core #32) x3


Influence Values Totals -
Anarch: 8
Criminal: 63
Shaper: 6
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Post Post #119 (ISO) » Tue Dec 10, 2013 6:53 am

Post by TheButtonmen »

Lack of plascretes is horrifying, never run on your last click and be prepared to randomly lose to Sea -> SE -> SE sometimes.
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Post Post #120 (ISO) » Fri Jan 03, 2014 4:58 am

Post by popsofctown »

Just don't make successful runs. Ever. Sounds like a good plan :D
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Post Post #121 (ISO) » Fri Jan 03, 2014 8:06 am

Post by xRECKONERx »

Okay so I got What Lies Ahead & Cyber Exodus... I can pick up one more data pack then I *have* to put together a runner deck & corp deck for my league. What pack should I get, and what deck(s) should I build with what I have?
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Post Post #122 (ISO) » Fri Jan 03, 2014 8:42 am

Post by mykonian »

I think... nbn for corp. Caduceus and pop-up are main cards, most of the threats of nbn are sitting in core (astro and SE), as well as most other strong cards (data raven. Chimera is not the worst card for it, marked accounts and TMI are decent support cards, though be careful with tmi. It's high risk high reward. http://boardgamegeek.com/thread/946021/deck-nbn-flytrap was a popular deck for a little while, a nice base to build from as well. Take notice that he's not trying to win by blowing up appartments, but if that's your style it's not too hard to adjust.

As for the runner side, from the cards of those packs, personal workshop was a very dominant card. The problem is a bit that the deck which abused that card the most has found by now that the meta has caught up (mostly because of Jesus (jackson howard)). Imp as well was a good enabler for it. That would be noise-shop, double aesops, double personal workshop, your favorite criminal event card, triple wyldside, give or take 15 cool cheap virusses (medium or two, maybe nerve agent, imp's, data suckers, parasites), some money which is easy on the clicks, grimoire, stimhack. Plan is simple, load as many virusses as you draw on personal workshop, bide your time, run maybe once on an easy remote, then do the math and see how many cards you'd need to see "blind" to win. The things you abuse are the fact that noise
needs
money, noise's passive, and the fact that you can use stimhack's money to get stuff off personal workshop instantly. Getting 5 or 6 virusses off for one brain damage and using parasites to blow up their R&D ice to get your medium in multiple times (with imp), is rather worth it.

The downsides? It's really boring to play against. Basically your opponent sees you draw, put on personal workshop. He runs maybe once on a remote, then doesn't jack shit again. Suddenly he blows a hole in R&D or your hand, depending on if he wants to use nerve agent or medium, unloading a mass of virusses to then look in your archives for the win. Uhm, what? The second downside is that since that is the playstyle noise shop forces a bit on you (wyldside eats clicks, and you want to play a lot of cards), a certain corp card that juggles agenda's out of archives into r&d is a tad annoying. It makes the game longer if you try to play like noise shop does. It doesn't help at all, forces you to run more often and that's not where noise-shops strength lies (it is more fun though).

Otherwise, I don't think there's a strategy defining card in there for a runner. Plascrete is important, mains in a lot of decks and helps criminal maybe more then others (tank-gabe still works). Emergiancy shutdown is a decent criminal card, nothing special. I think you'd want to play gabe if you think people have the newer sets or if you want to make people sad while running a lot.
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Post Post #123 (ISO) » Fri Jan 03, 2014 7:19 pm

Post by popsofctown »

I'm glad to see my suspicions about Aesop and Personalworkshop confirmed. The workshop seems so very nuts.. Reminds me of aether vial.
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #124 (ISO) » Sat Jan 04, 2014 12:14 am

Post by mykonian »

It's a bit better than that. There's very little "instant speed" in netrunner. Once you start a run, the biggest influence you usually have is your choice of icebreakers and the option to jack out at given times. You would love to be able to tutor for a card while on a run, or something like that, but there are very limited options for that. This was the first card that gave you some way to respond with programs while on the run, disguised as a halfdecent economy card (one cred per turn). Later cards like SMC (expensive, one shot tutor), and clone chip (can pull from the heap (graveyard), also one shot) gave shaper more such tricks. Noise enjoys the economy PW provides (anarchs have curious money generation), wyldside's problems in a cheap deck get somewhat mitigated (you don't need the money right away, you can load it on PW first), but he loves that with grimoire and perhaps a loaded data sucker that he can put a parasite on some ice that was just rezzed against him on the run. Ice that gets blown up does not fire. He loves that he only has to pay for medium the moment he knows he's broken through in R&D and not a second earlier. And the best he thinks is that stimhack, a really good anarch event, gives him 9 cred for one brain damage
during a run
. Instant speed program buying, that personal workshop facilitates, means that noise gets to make the most out of his 1 brain damage.
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