Chapter 6 of Learning Netrunner
Playing Weyland: Skorpios Defense Systems Deck

Learning Netrunner is a series of videos and blogs to help you jump straight into the action of the Android: Netrunner as soon as you get your Core Sets. If you are new to the Learning Netrunner series, we recommend that you start with the Learning Netrunner: A How To Play Guide For New Players blog.

As of 06/08/18, the end of official support for Netrunner has been announced


The Weyland Consortium is known best for its first major enterprise – the New Angeles Space Elevator – but it has since garnered quite a reputation for secret, back-room deals. Using the immense wealth generated from the Space Elevator (known as Jack’s Beanstalk after designer Jack Weyland), they buy and sell other megacorps, invest in innumerable projects, and secure government projects. They are, frankly, not afraid to play hardball – which is on full display with the deck below.

Utilizing the Skorpios Defense Systems division, this Weyland deck was built from a single Revised Core Set, the Terminal Directive Campaign Expansion, and the Crimson Dust Data Pack. The deck imports a few non-Weyland cards from Jinteki, Haas-Bioroid, and NBN using the Influence mechanic found in the rulebook. The influence cost is noted with dots next to the cards in the list below. You can buy these three products directly and build this exact deck!

If you would like to construct your own deck from scratch, we recommend watching the Core Set Deck Building Guide and Advanced Deck Building Guide on our Learning Netrunner: A How To Play Guide For New Players blog.

Skorpios Defense System - Copyright Fantasy Flight Games

Identity: Skorpios Defense Systems

Agenda (8)
1x Armored Servers (Terminal Directive)
3x Graft (Terminal Directive)
1x Hostile Takeover (Revised Core Set)
3x Project Atlas (Revised Core Set)

Asset (2)
2x Snare! (Revised Core Set) ••••

Upgrade (1)
1x Fractal Threat Matrix (Crimson Dust)

Operation (19)
2x Priority Construction (Crimson Dust)
2x Hunter Seeker (Terminal Directive)
3x IPO (Terminal Directive)
3x Beanstalk Royalties (Revised Core Set)
2x Punitive Counterstrike (Revised Core Set)
2x Trick of Light (Revised Core Set) ••••• •
3x Hedge Fund (Revised Core Set)
1x Archived Memories (Revised Core Set) ••
1x SEA Source (Revised Core Set) ••

Barrier (4)
1x Hadrian’s Wall (Revised Core Set)
2x Ice Wall (Revised Core Set)
1x Wall of Thorns (Revised Core Set) •

Code Gate (5)
3x Hortum (Terminal Directive)
2x Enigma (Revised Core Set)

Sentry (5)
3x Colossus (Terminal Directive)
1x Archer (Revised Core Set)
1x Shadow (Revised Core Set)

Skorpios’ primary objective is hinted at by their identity ability: once per turn, when a Runner card would be trashed, remove it from the game instead. Let that sink in. You can literally rob a Runner of cards that would normally get recycled throughout the game – and more importantly, render them without the necessary icebreakers to get through your ICE!

That, ultimately, is the goal. This deck is all about removing whatever Runner cards are necessary to break a certain type of ICE, and then rely on that ICE to create impenetrable servers. Given that Weyland has access to some of the best barriers in the game, it makes sense to target the Runner’s barrier icebreakers. Even if you do not achieve a complete lock out, continually forcing a Runner to install new programs to get through the most relevant types of ICE can open up massive opportunities to score out of remote servers.

In order to remove these icebreakers from the game, the deck employs a suite of cards that can trash Runner cards. The most important of these is Hunter Seeker, a two cost event that can only be played if the Runner stole an agenda on the previous turn. The card only has a few opportunities to be played each game, so use it wisely! As you might imagine, trashing the Runner’s barrier breaker can easily make all of your servers temporarily (if not permanently) inaccessible.

The deck also features program destruction in its ICE suite, with cards like Archer and Colossus possessing “Trash 1 program” subroutines. Rez them when you know that a Runner will suffer the effects and watch as their rig blows up! Similarly, cards like Snare! and Punitive Counterstrike can be used to trash cards directly from hand and root out a yet-to-be-played icebreaker.

While the primary goal of the deck is to lock the Runner out, it does not win or lose on this one strategy alone. The aforementioned Snare! and Punitive Counterstrike open up the possibility of just killing the Runner outright. If the Runner scores a lot of points in one turn, a single Punitive Counterstrike can be enough to end the game. More realistically, a double-Punitive after the Runner scores 3-points, or an ill-timed Snare!, will do the trick. Just make sure you have piles of money!

The deck also has the ability to win in a very traditional way. The ICE are strong enough to establish a strong remove server (sometimes called a “win server”), and when combined with the ability to remove critical pieces of the Runner’s rig, those opportunities to score (or overscore) a Project Atlas or sneak out a Grift are not to be overlooked.

To push this traditional win condition even further, we are splashing Trick of Light. This operation lets you move two advancement tokens from one card to another. Since Weyland has a lot of ICE that can be advanced, advancement counters tend to naturally on the board. Trick of Light can move the counters to a recently installed agenda to score something like Project Atlas right out of your hand..

While I cannot reveal every nuance of how to play this deck in a single blog, you can watch me use it against Steven’s Anarch deck in the gameplay video below! Note how incredible Hunter Seeker can be.

If you have any questions, please comment below and we will be happy to help as best we can.

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