Beginning the Run 1: Building a Rig

Hey everyone, just started playing Netrunner. Ive managed to get down about 4 games in, all as the Corp. So Im still fairly new to the game. So these blogs will cover my fledgling attempts at the game as well as my thoughts on it. Hopefully I can get some good feedback and info about the game 😀 This first blog will be simple, based on playing the game four times as the other faction, I will attempt to build a Runner deck and see how it goes.

Choosing an Identity

Im going with the Shapers here, because their fluff is awesome and Im most familiar with their cards outof the three runner factions. Looking at Kate and Chaos Theory, Ive decided to run with Kate. Kate gives two inherent bonuses (+1 link and -1 cost to the install cost of the first program or hardware per turn) as opposed to Chaos Theory’s +1 MU. Chaos Theory seems great, but her big advantage is that 40 card deck size,and I dont have depth knowledge about the cards to capitalize on that strength.

Choosing Icebreakers

When choosing Icebreakers, I picked what I thought looked to be the strongest breaker of each type. I threw in three of each. Then I looked for other interesting breakers and added in a fourth of each type. Then I threw in three Crypsis just to be safe. I later took out the extra Killer (Ninja) I had put in there to bring the deck down to 45 cards.

  • Battering Ram x3
  • Gordian Blade x3
  • Pipeline x3
  • Crypsis x3
  • Snowball x1
  • Yog.0 x1

Choosing Other Programs

I only chose one other program, and that was Magnum Opus. You’ll see that a lot of the deck was built around maintaining a strong economy and Magnum Opus seemed like a good early game card that the Corp would have more trouble getting rid of than Armitage or Liberated Account.

  • Magnum Opus x3

Choosing Hardware

I dont think any of my Hardware choices need much explanation, it’s all utilitarian in nature, either protecting me from the Corp’s tricks, making my Ice better or making the Corp spend more money.

  • The Personal Touch x2
  • The Toolbox x2
  • Plascrete Carapace x3
  • Cortez Chip x3
  • Cyberfeeder x3

Choosing Events

There are lots of good Shaper Events, so this part was fairly easy to do.

  • Diesel x3
  • Sure Gamble x2
  • Tinkering x2
  • Modded x2

Choosing Resources

My idea with these was solely gaining more credits. Im unsure about Liberated Account, it could be

good, but it might be a bit redundant and inefficient.

  • Armitage Codebusting x3
  • Liberated Account x3

Further Thoughts

The only thoughts I have about the deck right now (without playing it) is that I might take out one or two of the Plascrete Carapaces and Liberated Accounts depending on how well they perform. Carapace seems really good, but I can see it being a dead card if the Corp isnt doing anything to either tag me or running Scorched Earth, so it might not be a x3. Liberated Accounts I feel might just be redundant. But since I have played Runner before, I dont know how many econ cards I need to put in there so, for now, it’s in there.

Anyways, looking forward to your thoughts, and I hope to be back in a couple days with an update!

  1. Well, for starters, the deck is currently illegal, but luckily it is an easy fix.

    Liberated accounts x 3 = 6 influence
    Cortez Chip x 3 = 6 influence
    Cyberfeeder x 3 = 3 influence
    Yog.0 x 1 = 1 influence

    total = 16 influence

    Now the easy fix is to drop the Yog or a Cyberfeeder, and all is good.

    But honestly, I think that 14 icebreakers is too much. If you are concerned about getting what you need, when you need it, then remember that Diesel can help to this end, but you might also consider dropping some of the other splashed cards and take Special Orders.

    On the note of economy, my own runner experience is quite limited, but I find that between Magnum Opus and Sure Gamble, the economy is pretty stable. I would consider dropping the Liberated Accounts, and consider some “desperate run” cards like Stimhack or Inside Job.

    Curious to see how you progress! Keep us posted!

    Report user
  2. If you do shift+enter instead of just enter, you will single-space instead of double-space. I’m not sure what you did to do it on paragraphs as well though since you didn’t have it for some of them. Did you copy this over from another text editor? It might be a problem with the formatting getting transferred.

    Report user
  3. >.< I dont know why I was thinking that the influence cap was 20… Ill take out Yog

    I thought I might have gone too crazy with the amount of icebreakers and econ ramps. I think I'll replace Liberated Accounts with Inside Job, and that Yog with a 3rd Sure Gamble to increase its reliability.

    Report user
  4. I hold a different opinion on the number of icebreakers a deck should have. Since you don’t “need” to draw as the runner once you have your rig (except to keep a full hand), more breakers means you complete your rig earlier rather than later. There are other ways to do it now — Special Order, Test Run, Self-Modifying Code. But the point remains the same… ramp your ability to complete your rig quickly.

    I do see an advantage in minimizing how many breakers you run, so long as you can still complete your rig early or at least grab the breakers you need first and second easily. But not every deck configures that way because of influence concerns, and the solution does become “run more breakers”. It’s better to use influence for search than influence for breakers though, unless you need that splashed breaker for something specific.

    If you run no search at all, you’d need 5+ of each breaker type in your deck in order to get a consistent early breaker of the type you need. Running less gives you increasingly more games where you have to draw a lot of cards in order to find a copy. This is sort of where Crypsis comes in — x2 of your faction breakers and x3 Crypsis makes for a reasonably consistent deck. That leaves all influence free for other cards. It’s 9 breakers.

    Report user