Keep It Simple v1.1

syntaxbad 619

"It's the economy, stupid." -James Carville

I am a man who loves his jank. I love needlessly complex combos. I love my Hayley Chameleonaire deck, installing things through Scheherazade with Sahasrara credits every turn.. I love mucking about with Off-Campus Apartment and zero money Nasir Meidan: Cyber Explorer. But there comes a time when I just want to play some actual Netrunner with my opponent instead of playing solitaire while my opponent rolls their eyes. So it's back to basics for me!

This is my take on a shaper "big rig" deck. The goals are consistency, flexibility and inevitability. And other words ending in "y". In a world of Fausts and D4v1ds and Atmans, I wanted to go back to the Old Ways. Money & Breakers.

The approach I took was to combine a stimshop type, fast setup deck, leveraging CT's extra memory to enable fast setup of a very powerful breaker suite, backed by Magnum and Multithreader economy.

The plan is to set up econ and then breakers as fast as possible and then just run wherever you damn well please. An ancillary benefit of Magnum is that you often have enough money to aggressively trash spammed assets, which are quite prevalent these days.

Card Choices:

Setup:

Self-modifying Code and Clone Chip: In CT's 40 card deck, having the full compliment enables you to run singletons of the breakers and maintain great consistency in finding and deploying what you need.

Diesel is a pure consistency card, and having one in your starting hand let's you dig further for whatever you don't have in your opener.

Test Run was added because I still felt like I wanted a tiny bit more redundancy and to decrease the number of games lost to RNG putting all my SMCs and breakers in the bottom 15 cards. Could be changed with testing, but has the benefit of sometimes fetching an SMC, which in turn is cracked for what you want (maybe using Multithreader credits, and dodging the downside.

Clone Chip Worth the MWL influence! Clone Chip not only acts as Self-modifying Code #'s 4-6, but if you don't need it for that, you extra chips serve their traditional role as insurance against a miscalculated run that leaves one of your breakers in the heap. Oh and it can instant speed re-install a Clot, so there's that.

Economy:

Magnum Opus is the grandaddy of econ cards IF you can swing the MU cost. Well, CT can run this and the full suite naturally, even without drawing any of the deck's MU support. The raw, flexible econ advantage that this gives you over the course of the game is staggering, and since we are taking the good old fashioned route of actually paying credits to get in places, it is just what we need. This is the very first thing I want to get online in any game.

Personal Workshop is another extremely powerful econ card, and one that grants a great deal of flexibility in addition to turning Stimhack into a busted money card (which of course is the basis of the venerable StimShop combo). Something that I have noticed in a world of tagging and All Seeing I's is that Personal Workshop can often mitigate the risk of resource trashing by at least letting you emergency install hardware and programs when you have taken an unexpected tag. It isn't ideal, but having the option is better than not having the option. And of course, the shop let's you wait til mid-run to react to what is going on, a la Self-modifying Code, increasing our ability to react effectively to changing circumstances. Finally, worst case for Personal Workshop is credit per turn econ resource that costs 1 (assuming you have a stream of things you need to install, which this deck does).

Multithreader was the actual inspiration for this deck. While brewing this deck, I came across @feisty's Theory of Simplicity, which was basically what I had been aiming at, and which gave me a lot of good ideas. Multithreader is absurd. If you can use it (say, to crack an SMC) the turn you install it, then it effectively costs 1. After that, it is a 2 credit per turn drip economy in a deck that basically just runs and uses traditional breakers. For the cherry on top, once you have Study Guide out, you can just funnel any unused Multithreader credits (Threadits?) into permanent strength boosts for the Guide. Did I mention that it costs 1 influence? Seems fair.

Stimhack: Winners don't use drugs. I mean, not like, recreationally. But they certainly use them for business and profit! I'm not explaining anything new here, but when you Stimhack with Self-modifying Code and things on your Personal Workshop, the result is turbo setup, mid-run. And the corp often isn't prepared for you to suddenly have 9 more credits than they anticipated while making decisions. The Brain damage is worth it. Late game, you can use the second one for a glory turn if you are in scoring position.

Modded is Sure Gamble, but better for us. Same click efficiency, but let's you Diesel and overdraw to find things, then get your hand size down to avoid discards. And this deck is chock full of 3+ credit hardware and programs. A no-brainer, especially since there isn't room for Sure Gamble.

Memory Support: All of this sounds great, but what I am describing is super memory intensive, so...

Maya is a fantastic console for this deck. The fact that it is 2MU is huge, and spares us the indignity of running clunky CyberSolutions Mem Chips like a damn peasant. It can be Modded out for free, AND it has a very helpful ability, acting as a faux-R&D interface. Great upgrade from Astrolabe, which would have been my second choice.

Leprechaun may seem odd, but the deck definitely needs more shots at memory expansion than just 2x Maya and the other options are Akamatsu Mem Chip and CyberSolutions Mem Chip. The former doesn't add as much memory for a single card and the latter is a little more expensive. And neither of them give you extra bonus help with Magnum Opus and Hyperdriver. Since Leprechaun doesn't care about MU cost, you can dump you big stuff on there later, if that's the order it comes in. The deck doesn't NEED to get this order, but it is a bonus, meaning that a late game Hyperdriver when your rig is full, can still be installed. Plus, getting 2 out nets you 3 MU minimum (more if anything on it is more than 1 MU), which is better than 2 Akamatsu Mem Chip. Oh, and it can be SMC'd in a corner case where you don't need the SMC for anything else. And clone chipped.

Breakers:

Corroder is great. You know it is great. The end.

GS Shrike M2 is a wee bit expensive to get up and running, but ultimately, this deck has a lot of money, and for 2 influence, this will deal with the broadest range of sentries out of any available breakers. I think the slowness of GS Shrike M2 might be a weak point against certain decks. Open to suggestions, but I don't see anything as flexible, and I don't know if the deck has room for an early AND late game killer.

Study Guide wins out over Gordian Blade as a good all purpose decoder because of Multithreader. The ability to just "tick it up" every turn if you don't need the Threadits (it's a word!) for anything else is great. And after the initial investment, you just sail through anything late game.

Miscellaneous:

Artist Colony is just a very useful 1 of to help A) turn early 1 pointers into whatever piece of your rig you are missing (again, mid run), B) to trash negative agendas like News Team (or to eat a 15 Minutes before they can reshuffle it), and C) as a panic button to grab Plascrete Carapace. It's in-faction, so why not?

The Turning Wheel is a 1 influence alternative to the HQ Interface I wish I could fit.

R&D Interface is just good clean fun and stacks with Maya to give you a good late-game alternative to going remote.

Film Critic is just common sense. Don't run without protection kids.

Plascrete Carapace ibid.

Clot is insurance against Fast Advance, and we get a lot of bites at it with 3 Self-modifying Code and 3 Clone Chips.

Hyperdriver is my favorite little addition to this deck. Normally you think of janky combos (which I love) when this card is involved. But here, we just use it for pure value. Because we can! We've got the memory to install this AND SMC turn 1, to give us a burst of extra clicks to dig, install, get money or whatever on turn 2 while trying to set up. Later on, we can probably fit it onto a Leprechaun. I look at it as a more flexible Diesel. You can take any combination of cards or credits, or even runs. And if you've already got Magnum Opus out, then those clicks are extra valuable. It is suddenly a delayed +5 credits.

And that's it! Let me know what you think. I'm always happy for constructive feedback. I've been very much enjoying the refreshing feeling of just having credits and ways to get in and do stuff consistently. Makes a nice break from tripping over my own cleverness.

12 comments
14 Jun 2016 gumonshoe

Inspire by is available after you publish from the "edit" button

14 Jun 2016 syntaxbad

Thanks!

14 Jun 2016 daytodave

I <3 Hyperdriver + Opus / ProCo in CT.

It's worth noting that you don't need to install Opus before Hyperdriver to make it worth it, since the clicks you use to draw Opus are worth just as much as the credits you get from clicking it (slightly under 2 each). It's a near-instant Daily Casts and you should run as many as they let you.

14 Jun 2016 syntaxbad

@daytodave I completely agree and tend to drop a hyperdriver as soon as I have one. Either I make bank with an Opus already out, or it digs me to find one/an SMC. I used to have 3 of them, but I pulled one for a Test Run to try and get more consistency. Not sure if that's the right move yet. Could also go for Quality Time, which I used to have in the deck as well.

14 Jun 2016 ren666

I was just going to say, I have tried variants of this archetype and the ONE problem I always have is not enough card draw to get all the pieces onto the workshop, or into hand. I can see that the Hyper driver is like a mini Diesel if needed, or an extra 6 credits off Opus. That is very clever! And I think I would drop the Test Run for a 3rd Hyper Driver and just allow the extra card draw to be a pseudo-tutor effect, or to smooth out your draw.

Also, imagine if you could squeeze in Tech Writer somehow, he would add up fast, but no idea what to drop.

15 Jun 2016 M1ke

Could there be some room for Sacrificial Construct? It helps maintain the Clot lock, as well as avoiding Marcus Batty shenanigans which usually reset your Study Guide investment.

16 Jun 2016 syntaxbad

Could be a smart addition depending on how much program hate I expect to see. As a 4th Clone Chip I suppose.

16 Jun 2016 daytodave

I would actually make it your 3rd Clone Chip, and use the extra influence for the third Stimhack, Rebirth, or Hunting Grounds.

16 Jun 2016 syntaxbad

@daytodave Hmm. Good call. Though that does cut down on my density of ways get get everything up an running. Clone Chip is half SMC 4-6 and half backup. The construct handles the latter definitely, but not the former.

16 Jun 2016 daytodave

@syntaxbad Correct, But it handles the latter doubly well, as it doesn't force you to re-charge a Study Guide or pay again for a Shrike or Opus if they get trashed mid run. Clone Chip helps you recover from Batty or Keegan, but you will probably have to jack out or let a scary ice resolve, unless you're super rich. Sac Con literally says to those kind of decks, "Don't even bother."

You might also flip a Clone Chip into a Test Run. With Multithreader out, Test Run is better than Clone Chip at padding your SMC count, because you can use it to fetch an SMC you haven't drawn yet or one you've already played; all for +2 cost, -1 influence.

16 Jun 2016 Feisty

@syntaxbad I like the mix of Simplicity and fun combo-ness of this deck. Adding Hyperdriver makes a simple deck have some surprise fun. I've been playing with at least one Indexing and having some way to deal with Net Damage. I also prefer a Gordian Blade over Study Guide since trashing programs is getting easier and easier.

Other than that, I agree, playing simple decks makes me feel like I'm playing core set again and just having fun.

17 Jun 2016 The Broken Meeple

I thank you sir, Shaper is the faction I've struggled to get anything interesting and reliable for, being more of a Criminal fan myself from my style of play. This seems pretty solid on its own and goes back to a simpler time of Netrunner when I first started playing with the core set. Didn't use to like Chaos Theory other than having a small deck size, but then my decks were rarely about having giant rigs.