Exciting news for current and prospective owners of Data Tokens and Adventure Tokens! The Virus, Brain Damage, and Recurring Credit Data Tokens have received a design refresh, as have the Spear, Sword, Axe, and Arrow Damage tokens, the Treachery token, and the 5-Quest token from our Adventure Token line. We have added a Wild Damage token to the fray as well, since we often find ourselves fighting beasts that prefer claws and teeth to “sophisticated” weapons!
Over the years, we consistently get better at design, and that recognition constantly gnaws at us when looking at older token sets. It is not unusual to walk past our current inventories and think “that is good, but we could do a little better”. When we have the opportunity, we take it.
For the updated Data Tokens, we now offer a Virus that plays to the theme of the original, but brings home the controlled chaos that a virus represents. The design pulls from the imagery of classic logic gates and uses the Data Token parallax to impressive effect, creating a token with increased visibility and improved presence on the board. Similarly, the Brain Damage more accurately portrays the in-game effect it represents, and does so across five different, unique designs pulled from legit “pain-receptor” brain scans!
The Recurring Credit has been moved from Dark Purple acrylic, a medium plagued with availability issues and transparency concerns, to a Light Green acrylic. This allows the parallax to function fully and beautifully without compromising the token’s clarity, and also provides synthesis with our other Light Green token – the Bad Publicity! Keeping track of those Bad Publicity Recurring Credits has never been easier!
On the Lord of the Rings side of things, we changed the Damage tokens to intricate square designs in order to better differentiate them from their Cherry counterparts. We also made them a bit smaller in order to cut down on board clutter. There will never be any confusion as to what each token means on the board, and that makes every quest more enjoyable. While looking at the Damage with fresh eyes, we thought it only appropriate to add a long-desired Wild Damage token to represent the beasts commonly encountered in Middle Earth. Or, if you are so inclined, your own Beorn!
While there, we made the Treachery Token more menacing AND more striking by adding a completely unique shape to the mix, and revisited the ambiguous “tree” design on our 5-Quest token, ditching it for a more thematic and unifying “leaf”-based design, inspired by random sketches from Tolkien himself! Progressing through a quest feels so much more natural now – we love it.
We are hard at work on new token lines and custom products, and cannot wait to share the fruits of those labors. We will continue to do everything that we can to provide the best tokens for the best games, and hope that you will continue to join us on this journey. More to come!
We love revisiting old token lines, and especially love the world of Android, so it only makes sense to pull a couple of new Data Tokens off the presses! The Seduction Token captures a very specific, noir-inspired vibe found throughout gritty sci-fi settings like Netrunner and others, while the Malware Token reveals snippets of sinister code creeping within every virus.
The Seduction Token
We love to use this token for Femme Fatale, Lady, and even Earthrise Hotel, but your imagination is the limit! The gorgeous blue acrylic is the same we use for the Tags and we have found it to be the perfect balance of color and transparency. Inspired by the classic noir “seductress”, the beautiful face on the front sits atop a skull hiding in the parallax. Our interpretation puts a digital twist on both aspects so that the token can represent both meatspace and/or cyberspace. Learn more about the Seduction Token on our store!
The Malware Token
Given that viruses are such a huge part of any cyber-dystopian future, it is only right to have multiple types! The Malware Token stems from the desire to create more variation among viruses on the board coupled with a need to offer a virus token that was visible in lower light environments. The clear acrylic can disappear a bit when playing in places like pubs and bars (and in that case, they are probably disappearing for other reasons too) so the Malware is an unmissable bright red on opaque black. Its design synthesizes with the original Virus Token, but unlike the original Virus, it reveals the “heart” of code that is housed by every malicious script. Learn more about the Malware Token on our store!
We are thrilled to offer these new additions to our Data Token line! You can learn more about them on the official Data Token page or contact us with any questions. Continued thanks for the incredible support given to us by the Netrunner community. More to come!
Last week at Worlds, during our interview with Christian, we were shown something truly remarkable – the first-ever Worlds of Android book. You can catch more about this book (the production of which is also truly remarkable) in the upcoming interview, but until then we simply could not wait to share the pictures that we snapped before we left.
This is easily one of the most beautiful books ever made, and a huge step forward for the Android universe. As you might imagine, we are selling it – so get yours now! (Click images to enlarge)
Looking at all of these Order & Chaos spoilers is overwhelming. I don’t like to see the cards before they release, but as a lifelong Anarch player restraint just wasn’t going to happen. I saw the link, puttered around for a bit, kept thinking about it, and then, before I even knew what was happening – click. Thousands of deck ideas, all at once, unrefined.
Moments like this are why I don’t like spoilers. I can’t even think about the current state of Anarch, or decks that I want to play, without that influx of cards. There’s no major events until Store Championships, so refining a deck pre-Order & Chaos seems an exercise in futility. We’re all left in this pre-release void, where ideas are swirling without the hard foundation of testing, and the box is big enough that, at least for me, proxies can wait.
So there has to be some kind of outlet for all of this, and there’s no better outlet than an old fashioned Netrunner blog. Let’s start with the one card that everyone has to be thinking about, a card that has the potential to be a sort of deus ex machina for the entire faction.
AI programs seem to be something of an Anarch specialty. The reason they’re so appealing to us is because they solve two of our most consistent issues – setup speed and MU. We don’t have cards like Special Order or Self-Modifying Code to speed up our suite formation, and Inject is our only real “draw” option. Even Inject, though, with its “this is what Anarch has been waiting for” welcome, is a lot more nuanced than many players expected. Randomly dumping your breakers into the heap isn’t exactly the rig-building magic we are looking for.
Added to this landscape is a set of efficient but inconsistent tools. Our original suite can’t get past 4-STR Code Gates or Sentries, so we need to support it with things like Datasucker, Bishop, and Ice Carver. But then Lotus Field hits and we’re left with a glaringly frustrating silver bullet that the Corp is actually playing. We need to compensate with more Knights. But we also want D4V1D so that Archer, Curtain Wall, and those big Bioroids don’t lose us the game. By the time we have all of the tools that we need to consistently break most ICE, we’ve got somewhere around 15-20 card slots and a rig of 10+ MU. We haven’t even accounted for Parasites yet. And we are going to need to draw it all and pay for it.
The solution has often been AI breakers. With something like Crypsis or Overmind, you have the MU you need for multi-access tools, Knights, D4V1Ds, Parasites, Datasuckers, Imps, etc. The only problem, of course, is that you need a hefty economy to go with them. We’re not the faction of permanent solutions like Desperado, Security Testing, and Magnum Opus, so these AI breakers typically become too cumbersome to operate. The only way it has consistently worked, at least for me, is with the Account Siphon plan of Anatomy. Siphon overcomes the economic disadvantage of AI breakers by creating huge economy swings and forcing low ICE counts.
So we like AI breakers because they mean that we don’t have to draw into three separate cards to threaten accesses and they give us the free MU that we need, but they create an economic strain that we’re simply not equipped to handle in-faction.
I’m slow and expensive.
So let’s think about Eater for a second. The minute it hits the table, you have a Corroder for every type of ICE. It’s not as good as Yog against small Code Gates, but it also breaks EVERY Code Gate for a reasonable cost. It’s only 1-STR away from Mimic, and can break ANY Sentry. It’s an AI that is permanent, cost-effective, and fast, something that we’ve never seen before. This is something that the game of Netrunner has never seen before. It’s unbelievable.
The only trick is finding a way to overcome the negative of accessing 0 cards. There’s a surprisingly large amount of ways to do this. Out of Order & Chaos itself is Wanton Destruction. We have the impressive Keyhole in-faction. And there’s even Singularity if we want to blow up remotes and access their contents later. There are lines already in-faction that simply delay accesses by putting them in the yard, and Eater enables all of them with the consistency that Anarchs have yet to enjoy. Hemorrhage, anyone?
I get this feeling that it all seems a little too simple. We’ve been juggling 1000 programs to do some pretty basic tasks since the launch of the game, so it almost feels like cheating. All we have to do is spam “access replacement” effects, of which we have plenty, and then find a way to successfully access those cards.
That’s how I ended up with the beginnings of a new, simple Anarch rig, one that many others are likely tweaking in their own theoretical builds. It revolves around Eater and Keyhole, a synergy so strong that it has me scratching my head. The only thing that can stop an all-game Keyhole assault is money, but in order to do that, the Corp has to stack R&D very deep and rez all of the ICE. Then they have to ICE Archives to prevent the glory run. But they also have to protect HQ from Wanton Destruction, Siphon, Vamp, and other nonsense. If they need a remote to score, it’s even worse, especially if Keyhole is eating all of their ICE.
I’m not convinced that it needs to be any fancier than this, honestly. Spam Keyhole with Eater, get early Datasucker tokens, blow up R&D ICE with Parasite, and then drop Crypsis + Stimhack to score all of the points. Heaven forbid the new Cutlery events are added to the mix. I don’t see how the standard 12-14 ICE fast advance decks are going to keep up with this level of destruction.
3x Eater 2x Crypsis
3x Keyhole 3x Parasite 3x Datasucker
The craziest thing of all is that you have all of the influence you could dream of! No more splashing for those consistent breakers! No more splashing for card draw! Day Job even helps solve our econ problems! It’s just such an insanely liberating feeling. You could throw this on Anatomy and it would go nuts. You could simply run Lucky Find and Desperado to stay in the money. You could do Reina/Rook ICE denial with Crescentus and Emergency Shutdown. You could go with the classic 3x Clone Chip and answer Swordsman. I mean…we’ve just never seen a world where the Corp can’t keep Anarch out, and it’s bewildering to think about, honestly.
Has Anarch finally hit its stride? Eater seems to have singlehandedly opened up the entire faction. We’ve always felt like a faction that wants to build up to big moments, cash them in, and then build them up again. Eater finally gives us a way to do this! Throw out Medium or Nerve Agent, get 3 counters, then watch as the Corp decides whether or not they should purge in preparation for your Crypsis + Stimhack. Trash the Corp’s cards from the board and hand, then watch as they try to get Jackson and ICE Archives before you go digging through it. Keyhole for a few turns and then Blackmail a seemingly safe remote. This actually feels like pressure – not the annoying kind, but the game-winning kind.
When we first launched Data Tokens, we really wanted to bring every game of Netrunner to life. Whether it was through the realistic scene of the News token, the scary feeling of being tracked via the Tag token, or even the CEC text on the bottom of the credits – it was our top priority to provide tokens that drew you deeper into the Android world. We’ve been using Data Tokens in our Netrunner games ever since, and honestly could not be happier every time they hit the table. Getting thrown into the world of Netrunner through the union of card art, gameplay, and peripherals is what the experience is all about!
At the same time, making tokens that are natural and enjoyable to use is critically important. It just feels right to flip a credit into an advancement, or to have a 5-credit bigger than a 1-credit. These are aspects of a token set that can completely make or break the experience, regardless of how flavorful everything is. The little things definitely matter.
Over the past six months, we’ve been so blessed to receive such positive feedback on the Data Token set. Orders, emails, tweets, and various posts consistently let us know that this type of peripheral design is highly desired, and it pushes us to put more work and time in to keep improving the set. Today, we’re able to share some of the fruits of those efforts, with the new 2-Credit, 3-Credit, and Recurring Credit!
The 2-Credit – This beautiful translucent blue acrylic token provides an easily-identifiable 2-credit symbol on the front, while the back contains a unique 2-advancement pattern. It’s perfect for things like Armitage and Eve, and for the dreaded Install -> Advance -> Advance. It’s slightly bigger than the 1-credit, and is clearly recognized as two credits from across the table, preventing any kind of frustration or incessant “how many credits do you have” inquiries from your opponent! And of course, like all Data Token credits, it is engraved and paint-filled on both sides to prevent fading from wear and tear.
The 3-Credit – Translucent green just felt right here. If you’re rolling in the money, those complementary 5- and 3-credits look so stunning! The front is an array of three credit symbols, while the flip is a chaotic-yet-controlled 3-advancement pattern. Adonis and Kati can’t get enough of this token, and executing an “advance three times” action has never been easier. The 3-credit is slightly larger than the 2-credit, and slightly smaller than the 5-credit, so it fits perfectly and intuitively in your credit stack. It, too, is engraved and paint-filled on both sides, providing both the durability and pop that you’ve come to expect!
The Recurring Credit – With a translucent, deep purple color, the Recurring Credit creates the sleekness and professionalism that you’d expect from anything providing consistent resources! It has arrows around the front credit symbol, indicative of its nature, and the “loading” dialogue on the back is one of our favorite features ever to be on a token! There’s no question when determining if your credits are spent or exhausted, which helps both you and your opponent make accurate decisions during the game. The double-sided etching and paint-fill makes this a contender for best token in the entire set! Making News and Kate have never looked so cool.
We hope that these additional tokens make your enjoyment of Netrunner even greater, and we could not be more thankful for the opportunity to design and produce these kinds of peripherals. With your support, we’ll continue to expand and improve this set, as well as others. Until next time, remember to run with your pants on fire, and make sure your tokens do justice to the world in which they operate.
There’s something that must be said about building an Anarch deck. It’s difficult.
We struggle with basic economy, having only Liberated Accounts to tide us over. We have card draw that generally requires an Aesop’s splash to use. We can’t search for programs like the Shapers, or pull out an infinite number of tricks (usually with cash to go with it) like the Criminals. This is why, before the Independence Regional, I rebuilt my deck on the ride up. I was stuck.
For so long I’ve been working with chess and trying to get it to the competitive slot that I thought it could occupy. The pieces all do universally useful things, and Deep Red makes them quite efficient. But as Tim and I discussed my Reina Chess deck, one that he’d played against millions of times, I began to lose heart.
He called it right. The deck just wasn’t at the level it needed to be if I wanted to compete at a major event. It was running the full Anarch breaker suite, plus chess, plus Deep Red, and with all of that MU eaten up (especially if you don’t pull Deep Red), I had virtually no room for the other Anarch cards – Datasuckers, Parasites, Imps, Mediums etc. and for a while I was willing to make that sacrifice. But as Tim and I discussed, that is a huge mistake. Criminals have their Inside Job, Emergency Shutdown, Sneakdoor Beta, and Desperado, Shapers have their Self-Modifying Code, Clone Chip, Magnum Opus, Indexing, and Maker’s Eye, and Anarchs have Parasite, Medium, Imp, Keyhole, and Datasucker. Not playing our viruses because there’s “no room” just isn’t acceptable. It’s like Criminals or Shapers foregoing all of the aforementioned cards. You’re always left with a watered down deck that doesn’t have the punch it needs.
This dialogue led to a question that every player should ask at some point, objectively and openly: what does my faction do best? And that led to a hard look at the anatomy of an Anarch deck.
When I get in these situations, whether it’s Netrunner, Thrones, Infinity, or any other game, the best thing I’ve found is to reset and go back to basics. Tim and I built a Whizzard B2B deck for Worlds last year that managed to get me to the Top 16. It didn’t do anything fancy. It ran bendable breakers, a lot of money, threats to R&D and HQ, and that’s pretty much it. The only real Anarch pieces that it ran were Imp, Datasucker, and Medium. The rest could have been out of any deck, really, and had that Whizzard deck just been a Shaper deck with a similar idea, it would have been just as good if not better. But the point is that sometimes you simply get too fancy, and need to restart with the basic premise of Netrunner – give yourself the ability to get into the servers that you need to get into, and find agendas to win. Stimhack with pumpable breakers does that very well, so it was one of the main points of the deck.
So this time, on the way to Independence, we didn’t go back to the basics of Netrunner. Instead, we went back to the basics of Anarch. And that always begins with the question “what can we do that no other faction can do”?
Something becomes quite clear when you begin to look heavily into the Anarch card pool. Some of our strongest cards give us tags. Criminals have Networking, Lawyer Up, Crash Space, and similar cards to remain undercover. The Shapers have literally nothing that deals with tags at all – it’s not their style to get caught. We Anarchs, however, have the most self-tagging cards, hands down, and we also have no way to properly remove them. It might be tempting to splash for cards like Lawyer Up or Crash Space, or to fill our decks with New Angeles City Hall, and these are fine answers. However, after all the hints in the card pool, in the meta, and more importantly, in the name and theme of our faction, it feels like we’re not supposed to care about being tagged – we want the Corp to see us every moment that we’re burning their servers down, giving them bad press, and breaking them in the most destructive way that we can. Maybe we want the audience.
Watch It Burn
“Tag Me” is a deck archetype that doesn’t care about being tagged. You deal with any tagging threats the Corp might have by nullifying the effects instead of nullifying the tags. To do this, you have to be on point, as there are three very potent cards that you must be ready for.
Scorched Earth – This card is the easiest way to lose a game, especially if you’re doing the hard work for the Corp. Without needing to Sea Source or Midseason, there is no escape from 6 credits being the end of your game. In order to protect yourself, 3x Plascrete Carapace is a must for any Tag Me player. In addition, Imp is extremely effective at trashing Scorched from hand, and even Tallie Perrault can save your bacon, even if only to force the Corp to trash her before dropping Scorched (looking at you, GRNDL).
Closed Accounts – A loaded NBN deck might have three of these, and can take you to zero at any point in the game once you’ve begun your tagging assault. This can be very, very bad. It’s the single best card against Tag Me, and a smart Corp will abuse it. Imp off of R&D helps to mitigate this threat, as does managing your economy correctly. There’s no reason to have more credits than you need to play a turn out, as you don’t need to worry about beating a Sea Source/Midseason trace. Stay light on credits and hold money cards. Or, even better, offshore money for later. Gorman Drip is your friend here.
Psychographics – It’s an amazing tool for NBN, and you can lose outright to Psycho/Beale, or even Psycho/Astro starting the train. There’s one answer to this problem. Keep the Corp as poor as possible, and steal the Agendas out of hand before they can launch their assault. And, of course, Imp.
You’ve probably noticed by now that dealing with these cards isn’t terribly difficult, and that tagging, ultimately, isn’t awful if you know how to run with your pants on fire. If you switch to a non-resource economy and run Plascretes, you don’t have to worry too much about what the Corp can do to you.
What, then, fits perfectly into this archetype? It’s not a hard question, and it is the answer that many people do not want to hear. But it simply solves all of our problems, and so must be included. It’s Account Siphon, an Anarch card in disguise.
This card does everything that we want. It fuels our economy (one of Anarch’s greatest problems), it keeps the Corp poor (a solution to two of the three problematic cards above), and it gives us a disadvantage that we’re particularly suited to play with. This card single-handedly makes Anarch top tier. We’re the best at being tagged and we’re the worst at economy. When you realize that we have the best event recursion in Deja Vu, and the availability of Same Old Thing, on top of the Anarch credit denial strategy (Vamp, Xanadu, Reina, Parasite), it becomes pretty obvious what we need to be doing.
There’s A Leak
So we want to be tagged so we can play cards like Account Siphon, Vamp, and Joshua B without the downside. But Anarch also happens to have the one card that also provides a huge upside when tagged. Data Leak Reversal. This is the card that takes a Tag Me playstyle from “eliminating downsides” to “providing upsides”, and is the final push needed to see that a tier one deck is taking shape.
With this card, you have an amazing trick – mill four cards from the Corp every turn until they trash it, or mill five cards a turn until they trash it and Josh B. This is an immense amount of digging, and four cards off of R&D should get you an Agenda, so you can put some points in Archives and then either wait until you need them in the late game, or mill three and run to lock them in. This is the card that makes the Anarch playstyle so clear. We’re rewarded for being tagged, and it’s a massive reward.
We have the basic idea here, then. Run cards like Account Siphon, Vamp, Joshua B, Data Leak Reversal, Activist Support, Tallie, and Plascrete. Keep the Corp poor. Eat tags. Data Leak when possible. But for those Siphons to land, we need to get into servers. And this is where the most interesting facet of Anarch play unveils itself. Even as every other faction is scrambling to install our efficient, fixed breakers, we should be turning away from them.
Here’s the thing about the Anarch breakers – they grant efficient access, but not guaranteed access. If I’m going to land a Siphon or a Vamp, I need guaranteed access, especially if the ICE is unrezzed. Mimic and Yog do not guarantee that I get in. Yog gets stuffed by Tollbooth. Mimic slams into Archer. And once Central access is shut down, my ability to pump Datasuckers to get in is severely limited. Even our hallmark card, Stimhack, works better out of any other faction, whether it’s with SMC/Personal Workshop installs, or bendable breakers. In-faction, our own Stimhack can’t get us in when we need it. At least if we’re running our own suite.
Let’s make it even worse. We love having our keychain of utility cards and viruses. We have a massively powerful 2MU card in Keyhole. We have Medium, Imp, Nerve Agent, Datasucker, Djinn, Parasite…all great tools for punishing the Corp. But where does it all go? Djinn is problematic in that it is slow, and a bit expensive, but once it’s out it certainly helps. If you have a hand full of viruses, do you wait to install them until you see Djinn? Do you install them and then trash them to make room later? What happens when you’re holding two Djinn in the late game?
We make up for this by having the best MU consoles in the game. Grimoire provides 2 MU, putting us up to 6. Deep Red provides 3 MU, but only for chess. What, then, are we to do, if we want to run our Breaker suite, Keyhole, Viruses, and maybe even Chess? Just choose one and drop the rest?
All is not lost. We love viruses, right? And we certainly love a 1MU card that can act as our 3MU of breakers. Well, there happens to be a Virus that can break anything. Coincidence? The almighty Crypsis strikes again.
This is an Anarch card. It’s a Virus. It guarantees access. And it takes up very little space in our rig, leaving room for all of the cheap, powerful programs that are our specialty. On top of that, we have the best answer for Swordsman in Parasite/Sucker, Parasite/Ice Carver, or Parasite/Bishop.
But it gets even better. We also have the new kid in town, and my personal favorite.
Crypsis, eat your heart out.
It has every benefit that Crypsis does – it guarantees access, it saves MU, and as a boon, it’s way cheaper to install and use. It pairs exceptionally well with our cheap, high MU consoles (Grimoire and Deep Red), and doesn’t have to deal with repeated breaking due to ice destruction and rez denial. Perhaps best of all, it has a huge surprise factor, and works very well with Stimhack. In order to hit a two-rung server with Crypsis, I usually want to Install Crypsis, Click Crypsis, Click Crypsis, Run/Stimhack. A three-rung is even worse. If I’m on 20 credits, I can install Overmind for 4 and run on anything up to 3-4 pieces of ICE. This gets into Remotes that I previously had no showing capability to access, and also guarantees Central access for Datasucker/Siphon/Vamp. Deep Red just happens to make it unreal. 6 counters on install for 6 credits (4 Overmind, 2 Deep Red). That’s a lot of breaking.
Either way, we save a ton of MU, we guarantee access, and we play into our faction’s greatest strengths. It might hurt to drop those Yogs and Mimics, as they’ve served us well, but sometimes it’s best to just embrace the anarchy.
Putting It Together
The template is here now, ready for the blanks to be filled. I believe that this Tag Me archetype with Siphon recursion is the strongest Anarch deck available. It can be built a number of different ways. The first version I played was based on Sam Suied’s Noise deck, which used Hemorrhage to create awful situations for the Corp. I didn’t think Hem was strong enough, so I took a tweaked version of that (added Nerve Agent/Datasucker/Corroder/1 Crypsis and removed Hemorrhage/1 Armitage/John Masanori) to the Independence Regional. This is a deck that exploits the Tag Me archetype, installs cheap viruses for the Archives threat, and just makes strong runs. Crypsis and Knight guarantee access/Siphon and once you get on top, it’s exceptionally hard for a Corp to dig out. It was 7/8 at Independence, and was a huge factor in my win there. I hadn’t played the deck before the Regional, so if you’re an Anarch player, don’t be intimidated. Just go in with the attitude that you’re going to literally burn the Corp to the ground. Give them nothing. Take everything from them.
The second version was the one that went 8/8 at the Colorado Springs Regional this past weekend. As I said in the beginning, I’ve been trying to make Chess and Reina work since they first came out, and this is finally it. For where the meta is now, and where Anarch is now, I’m certain this is one of the strongest decks out there, at least for the aggressive style that I embrace.
I went with Indexing as the last-minute switch, and that paid dividends with Same Old Thing/Deja Vu. You’ll often find the Corp on 0 credits with unrezzed ICE on R&D. That’s a great Indexing run, usually worth 2-4 points. Medium fills a similar role. The point is that as long as you can get into HQ, you can then move over to R&D and punish it with Indexing or Medium. Reina’s ability means that a Corp clicking for 3 credits from 0 doesn’t rez an Eli, Wall of Static, Bastion, Enigma, Caduceus, etc. Vamp can help keep them there, or can be a soft “Forged” to scope out HQ ICE. Rook here is incredible. Siphon on HQ, install Rook in Remote, run Remote scores almost every time. Surprise Overmind does the same. Deep Red here is immense. Parasite hits the things you don’t want to waste Overmind counters on, though there were many games I never installed it because I just kept the Corp zero’d out. Knight, of course, fills in the gaps and gives you a nice T2 Siphon play.
This is where I went with it, but I’d suggest filling in the template with your own preferences and changes based on the understanding that hopefully we all now have. It wasn’t until I really looked at it, out of desperation, that I began to understand. There are so many different ways to go, and any Anarch Runner can use this effectively (very good out of Whizzard as well). You can do Chess or not. You can run the Anarch suite or not. But please, run Datasuckers, run Parasites, and run something like Keyhole/Medium/Nerve Agent. These cards are incredible.
Those 27 cards provide the skeleton. Choose your console (Spinal Modem should be considered!), choose your breaker suite (Crypsis/Overmind/Fixed), and then fill in the gaps. The Reina version keeps the Corp super poor and tries to never allow R&D Ice to rez. The Noise version blitzes viruses and puts pressure everywhere. The Whizzard version digs R&D hard and trashes asset economy. It’s all destined for greatness. Can you work Keyhole in? That’d be a great version too. There’s potential everywhere.
In order to win a major event, you simply have to have a Runner deck that can get it done every single time. This Anarch template is one path to doing it. It’s the single greatest reason that I was able to take first at both Independence and Colorado Springs, so if you’re an Anarch player who has been looking for the answer, this may well be it.
At the same time, though, this shouldn’t stifle innovation. There could be even better decks out there that haven’t been discovered or tested properly. The Anarch suite with Bishops/Ice Carver/Data Sucker has huge potential. Keyhole is still massive. Blackmail recursion is here. Just remember, no matter what you choose to play, never give the Corp a chance to win. Destroy them at all turns. Take every access you want. Make them sweat. And let them feel the frustration of knowing exactly where you are as their plans crumble before them.
Huge thanks to this amazing Netrunner community. Going to a Regional and meeting such excellent people and players in Independence and Colorado Springs is without a doubt the best part of this life. Let’s keep pushing forward with the positivity, support, and kindness that makes this community worth joining.
Added this for posterity.
Independence Regional (45 cards)
Noise: Hacker Extraordinaire
3 Account Siphon
3 Deja Vu
3 Sure Gamble
3 Plascrete Carapace
2 Armitage Codebusting
3 Data Leak Reversal
2 Joshua B.
3 Same Old Thing
3 Gorman Drip v1
1 Nerve Agent
We’ve been working on something quite special for what seems like years, and it’s finally time to break out the tankards, have a toast, and share it with each of you.
Not long ago, we began a new aspect of Covenant that addressed a key component to the tabletop games that we all love – peripherals. Fantastic tokens can make a wonderful game even better, while uninspired tokens can hold a game back from reaching its true potential. It started with our Covenant Templates, an acrylic solution to range measurement that won’t bend or decay, and that provides extremely accurate ranges due to the standard by which they’re cut. Next were our Force Tokens, which get out of the way and allow players to focus on the beautiful game in front of them. Now, we’re adding a third release to the Covenant family: Data Tokens.
Data Tokens are fully compatible with Netrunner, as well as other sci-fi and futuristic games. They are designed to completely enhance these games, and to bring every player into the a futuristic reality that is both believable and beautiful. Data Tokens have been designed to fully embrace the concepts of parallax and 3D, with double-sided etching providing visual depth and movement. The prevalent faces of each token are paint-filled to create further contrast and stunning visuals on the tabletop. The credits serve double duty as currency and advancement counters, while the rest of the set tracks tags, medical info, viruses, power, and even newsworthy events.
We’ve also included Executive Edition credit sets, which consist of laser-etched anodized aluminum for a truly sleek and futuristic look. They’re some of the coolest, if not the coolest, things we’ve ever made.
If you’d like to find out more about these tokens, visit our new Data Token page for the full scoop. We’re exceptionally excited about them! And hey, they make great Christmas presents…
We can’t say it enough, but thank you all for supporting us in our vision for the future of tabletop gaming. Each person who signs up for our newsletter, posts on the site, watches our videos, or even chats with us at events, is an integral part of Gaming Reborn. Without you, these tokens would not be possible – so, truly, thank you from the bottom of our hearts.
A few weeks back, we had our First Hack (Netrunner tournament) at the Covenant Store, Tulsa. I was rocking my Shaper and Weyland decks. For whatever reason, I had a lot more experience with my corporation going into the event than I had with my runner. The first month or two of playing a game you are new to, especially when the game itself is new, is amazingly educating.
Often times there are lots of cards you aren’t super impressed by, yet by the end of it all it turns out those cards weren’t so bad after all. There are also some cards that catch your eye and turn out to be better in theory than in reality. While I’m not here to provide a full tournament report, I am here to discuss some of the Shaper cards (and Neutral’s) I initially disregarded or highly regarded and have now come to realize just how awesome or awesomely bad they are.
Akamatsu Mem Chip
Initial Impression: Meh
Sure, +1 memory is pretty great. However, surely once the Shaper console hits the board this card is useless… right?
There are a few reasons why this card, in reality, is fantastic.
1. With Kate, this card only costs 1 click (no credits) to put in play
2. Shaper has some very powerful programs that are not ice breakers, so having the additional memory for these programs is really nice. The prime examples are Magnum Opus (2 memory!) and Net Shield (1 memory).
3. Aesop’s Pawn Shop. When this card hits the table, trash-able cards that cost nothing are super valuable.
After several games, I find myself happy to see this card more often than not, allowing me to create some pretty mean engines to destroy the corporation with.
Current Impression: Fits very well into the overall shaper strategy.
Initial Impression: Amazing
The first time I used Tinkering, I was immediately sold. How nice is it to make a piece of ice whatever kind you can break for a turn to really put some pressure on the corporation. Due to this card, I actually built my shaper deck for the tournament a bit less balanced and leaning towards a rush set-up hoping to run heavier on ice breakers for cheap ice.
After playing in the tournament and quite a few gamers thereafter, I realized that even with this card balancing the type of breakers is important. Realizing what types of ice a player can have out early is definitely worth knowing, but to have an imbalanced deck because of Tinkering isn’t justifiable at this point in the game.
The problem with Tinkering is that it only lasts for one round. At the end of the day you get 2 or 3 turns where one piece of ice that was otherwise un-passable is suddenly passable.
Current Impression: Good… not great.
Initial Impression: OMG… must use.
Upon the first perusal through the core set, Infiltration seemed like one of those cards you needed to include in your deck. A card that can translate to money or reveal new information has to be great, right?
The problem comes in when you realize the macro level shaper strategy. Because Maker’s Eye is such a powerful card, you often score agenda’s by running on the opponent’s R&D. I usually get to see most of what they have coming through the R&D pipeline, so I’m not nearly as concerned with face down, installed cards as I am what’s in their deck.
More often than not, when I would draw this card I would end up using it for the two credits. That is an issue. You have to use one click to draw and one click to play a card. So Infiltration essentially costs two clicks and gains you two credits. But can’t you spend two clicks to just gain two credits? Why yes… yes you can.
So, unless you are using Infiltration to reveal cards, it’s really rather pointless. If I need money, I would much rather have a card that nets me way more credits than breaking even (Sure Gamble, Armitage Codebusting, etc.). If a Shaper is doing their job right, they should have a pretty solid idea on what most cards on the table are. Ultimately, this card became very meh to me.
Current Impression: Very Poor
Every game I still seem to be learning an enormous amount of new lessons when it comes to the Netrunner LCG and every game I still catch myself smiling ear to ear at some point. I have no doubts that in a month I’ll have different opinions even about the cards about, but for now you won’t find a single Infiltration (or Crypsis) in my deck!
Fantasy Flight Games is rebooting, GET IT?!?, a classic card game that features the internet hacking battles between Mega Corps and their adversarial Netrunners all set in a hip cyber-punk future where Al Gore has been made President for life. Actually that last bit isn’t true, but it sorta fits, right?
Netrunner, much like A Game of Thrones and Lord of the Rings, is set in the beautifully accessible LCG format, giving players access to all the cards they want out of a monthly chapter pack.
So far only the Core Box is available for pre-order, but you can get one (or more!) while supplies last at our store.
You’ll be able to keep track of all of your Netrunner news here at TC as well as at it’s official site.
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