Netrunner Decks
Sealed Set Eindhoven 2009 - Runner
Runner deck submitted by Kosmo
List of the Runner cards I got at the Eindhoven Sealed NR tourney in May 2009.
The sealed package was :
Starter + 5 boosters (2 basic, 2 Proteus, 1 Classic) NB: two boosters were rareless
Total : 60+60+15+14+15+14+8 = 186 cards
Corp : 91 cards
Runner : 95 cards
See the other list for the CORPORATION cards.
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Card Name |
Cost |
Type |
Prevents up to 2 Net and/or brain damage total each turn.
1 × |
Force Shield |
2 |
Program-1 MU |
: Search your stack for a program and install that program, if you can. Shuffle your stack afterwards. You may use this ability during an encounter with a piece of ice.
1 × |
Self-Modifying Code |
2 |
Program-2 MU |
Afreet can have up to 3 MU of programs installed in it. All icebreakers installed in Afreet have their strength reduced by 1. If Afreet leaves play, trash all programs installed in it.
1 × |
Afreet |
2 |
Program-Daemon-1 MU |
: Expose a card installed inside a data fort.
1 × |
Mouse |
2 |
Program-Detection-1 MU |
, [1]: Expose an installed card.
1 × |
SeeYa |
3 |
Program-Detection-1 MU |
[0]: Break code gate subroutine.
[1]: +1 strength
1 × |
Codecracker |
2 |
Program-Icebreaker-1 MU |
[2]: Break code gate subroutine.
[1]: +1 strength
1 × |
Cyfermaster™ |
4 |
Program-Icebreaker-1 MU |
[1]: Break AP subroutine.
[1]: +1 strength
1 × |
Flak |
4 |
Program-Icebreaker-1 MU |
[0]: Break code gate subroutine.
[3]: +4 strength
2 × |
Skeleton Passkeys |
3 |
Program-Icebreaker-1 MU |
[2]: Break ice subroutine.
[2]: +1 strength
1 × |
Krash |
0 |
Program-Icebreaker-1 MU |
[1]: Break code gate subroutine.
[2]: +1 strength until end of turn
1 × |
Psychic Friend |
2 |
Program-Icebreaker-1 MU |
[1]: Break code gate subroutine.
[2]: +1 strength
1 × |
Raffles |
7 |
Program-Icebreaker-1 MU |
[0]: Break code gate subroutine.
2 × |
Tinweasel |
5 |
Program-Icebreaker-1 MU |
[1]: Break sentry subroutine.
[1]: +1 strength
1 × |
Loony Goon |
4 |
Program-Icebreaker-Killer-1 MU |
[1]: Break sentry subroutine.
[2]: +1 strength
1 × |
Shaka |
4 |
Program-Icebreaker-Killer-1 MU |
[1]: Break sentry subroutine.
1 × |
Codeslinger |
7 |
Program-Icebreaker-Killer-1 MU |
Snowball has +1 strength for each subroutine it has broken during a run, until the end of that run.
[1]: Break sentry subroutine.
[1]: +1 strength
1 × |
Snowball |
10 |
Program-Icebreaker-Killer-1 MU |
[0]: Break sentry subroutine.
[3]: +1 strength
1 × |
Wild Card |
0 |
Program-Icebreaker-Killer-1 MU |
[1]: Break wall subroutine.
[1]: +1 strength.
Whenever you break a wall subroutine with Hammer, lose a total of [2] from stealth cards.
2 × |
Hammer |
2 |
Program-Icebreaker-Noisy-1 MU |
[0]: Break wall subroutine.
[2]: +1 strength
Whenever you break a wall subroutine with Wrecking Ball, lose [1] from a stealth card.
2 × |
Wrecking Ball |
4 |
Program-Icebreaker-Noisy-1 MU |
[2]: Break wall subroutine.
[1]: +1 strength
Whenever you break a wall subroutine with Ramming Piston, lose a total of [2] from stealth cards.
1 × |
Ramming Piston |
4 |
Program-Icebreaker-Noisy-1 MU |
[1]: Break wall subroutine.
[1]: +1 strength
1 × |
Dwarf |
6 |
Program-Icebreaker-Worm-1 MU |
[1]: Break wall subroutine.
[2]: +1 strength for the remainder of this run
1 × |
Grubb |
0 |
Program-Icebreaker-Worm-1 MU |
[0]: Break wall subroutine.
[3]: +1 strength
1 × |
Worm |
4 |
Program-Icebreaker-Worm-1 MU |
Put [1] from the bank on Invisibility when it is installed. Use this bit only to pay for using icebreakers during runs, but not for using noisy icebreakers. If you use the bit, replace it from the bank at the start of your next turn.
1 × |
Invisibility |
0 |
Program-Stealth-1 MU |
Put [3] from the bank on Cloak when it is installed. Use these bits only to pay for using icebreakers during runs, but not for using noisy icebreakers. If you use any of the bits, replace them from the bank at the start of your next turn.
1 × |
Cloak |
7 |
Program-Stealth-1 MU |
Whenever you make a successful run on R&D, give the Corp a Cascade counter. Every two Cascade counters require the Corp to trash faceup one card stored in R&D, at the start of each of its turns.
1 × |
Cascade |
4 |
Program-Virus-1 MU |
After each successful run on R&D, give the Corp a Highlighter counter. Each Highlighter counter after the first allows you to access an additional card from R&D whenever you access cards from R&D.
1 × |
Highlighter |
3 |
Program-Virus-1 MU |
Whenever you make a successful run on HQ, give the Corp a Cockroach counter. Two or more Cockroach counters cause all discards from HQ to become random.
1 × |
Cockroach |
0 |
Program-Virus-1 MU |
Whenever you make a successful run on a subsidiary data fort, put a Fait counter in that fort. Every two Fait counters in a fort give +1 difficulty to all agendas installed inside that fort.
1 × |
Fait Accompli |
1 |
Program-Virus-1 MU |
Gain [1] and draw two cards.
2 × |
Cruising for Netwatch |
0 |
Prep |
Make a run on R&D. If run is successful, access two additional cards from R&D.
1 × |
Custodial Position |
2 |
Prep |
Search your trash for a card and bring it into your hand.
1 × |
Gideon's Pawnshop |
2 |
Prep |
Install a program or a piece of hardware. Gain [3], which you may use only to pay for its installation cost. Return to the bank any of the [3] you did not spend.
1 × |
Hijack |
1 |
Prep |
| 1 × |
Jack 'n' Joe |
0 |
Prep |
| 2 × |
Livewire's Contacts |
0 |
Prep |
Search your stack for a card, and bring it into your hand. Reshuffle your stack afterwards.
1 × |
Mantis, Fixer-at-Large |
3 |
Prep |
Gain [8] if you trashed an advertisement card this turn, or gain [6] if you trashed a transactions card this turn.
2 × |
On the Fast Track |
0 |
Prep |
| 1 × |
Score! |
5 |
Prep |
Make a run; whether or not that run is successful, you may then make another run.
2 × |
All-Nighter |
0 |
Prep |
Play only if you liberated any Research agendas this turn. Put a Militech counter on each of your icebreakers. A Militech counter gives the icebreaker it is on +1 strength.
1 × |
Deal with Militech |
0 |
Prep |
Make a run. Whenever you approach an unrezzed piece of ice during that run, expose it. You may jack out before the Corp decides whether to rez the ice.
1 × |
Decoy Signal |
0 |
Prep |
Search your trash for a program and bring it into your hand.
1 × |
Forgotten Backup Chip |
0 |
Prep |
Expose the outermost ice of each data fort.
1 × |
Ice and Data's Guide to the Net |
0 |
Prep |
Expose up to three installed cards.
1 × |
Hunt Club BBS |
1 |
Prep-BBS |
Search your stack for a program. Show that program to the Corp, and then bring it into your hand. Reshuffle your stack afterwards.
1 × |
Temple Microcode Outlet |
1 |
Prep-BBS |
Gain [4] and draw two cards.
1 × |
Panzer Run |
1 |
Prep-Double |
Remove up to two tags, at no cost, and draw three cards.
1 × |
Meat Upgrade |
2 |
Prep-Double |
Play only if you made a successful run on HQ this turn. Pay the rez cost of a piece of rezzed ice to trash it.
1 × |
Core Command: Jettison Ice |
0 |
Prep-Sabotage |
Make a run on HQ. If run is successful, and the Corp has any bits when you would access HQ, do not access cards from HQ; instead, the Corp loses [1] and gives you a tag, and you gain [10].
1 × |
Edited Shipping Manifests |
1 |
Prep-Sabotage |
Make a run on R&D; you may trash, at no cost, any cards you access that were stored in R&D, even if the cards cannot normally be trashed.
1 × |
Kilroy Was Here |
0 |
Prep-Sabotage |
Make a run on HQ; you may trash, at no cost, any cards you access that were stored in HQ, even if the cards cannot normally be trashed.
1 × |
Romp through HQ |
2 |
Prep-Sabotage |
Whenever one or more installed programs are being sent to the trash at the same time, you may instead choose to put any or all of the programs on top of Microtech Backup Drive in any order you choose. If Backup Drive is removed from play, trash any cards on it.
: Bring the top card on Backup Drive into your hand.
1 × |
Microtech Backup Drive |
0 |
Hardware |
Prevents up to 1 Net damage each turn.
1 × |
"Green Knight" Surge Buffers |
0 |
Hardware |
Whenever you access cards from HQ, access an additional card from HQ.
1 × |
HQ Interface |
4 |
Hardware |
Put [1] from the bank on Zetatech Portostation when it is installed. Use this bit only to pay for playing preps. If you use the bit, replace it from the bank at the start of your next turn.
1 × |
Zetatech Portastation |
3 |
Hardware |
| 2 × |
WuTech Mem Chip |
1 |
Hardware-Chip |
| 2 × |
Zetatech Mem Chip |
3 |
Hardware-Chip |
Put [1] from the bank on Corolla Speed Chip when it is installed. Use this bit only to pay for using killers during runs. If you use the bit, replace it from the bank at the start of your next turn.
1 × |
Corolla Speed Chip |
1 |
Hardware-Chip |
| 1 × |
Tycho Mem Chip |
5 |
Hardware-Chip |
Put [2] from the bank on ZZ22 Speed Chip when it is installed. Use these bits only to pay for using killers during runs. If you use any of these bits, replace them from the bank at the start of your next turn.
1 × |
ZZ22 Speed Chip |
5 |
Hardware-Chip |
| 1 × |
MRAM Chip |
1 |
Hardware-Chip-Cybernetics |
Provides +1 MU. Put [3] from the bank on PK-6089a when it is installed. Use these bits only to pay for increasing your link. If you use any of the bits, replace them from the bank at the start of your next turn.
1 × |
PK-6089a |
4 |
Hardware-Deck |
Provides +1 MU. Put [3] from the bank on Microcyb Owl when it is installed. Use these bits only to pay for using icebreakers during runs, but not for using noisy icebreakers. If you use any of these bits, replace them from the bank at the start of your next turn.
1 × |
Raven Microcyb Owl |
11 |
Hardware-Deck-Stealth |
Put [2] from the bank on Armored Road Home when it is installed. Use these bits only to pay for removing tags. If you use any of the bits, replace them from the bank at the start of your next turn.
: Prevent up to 3 meat damage.
1 × |
"Armadillo" Armored Road Home |
2 |
Hardware-Vehicle |
Put [12] from the bank on Rigged Investments when it is installed. At the start of each of your turns, take [1] from Rigged Investments. When all the bits have been removed, trash Rigged Investments.
3 × |
Rigged Investments |
4 |
Resource |
Put [1] from the bank on Hell's Run when it is installed. Use this bit only to pay for increasing your link. If you use the bit, replace it from the bank at the start of your next turn.
1 × |
Hell's Run |
0 |
Resource |
[1]: Prevent 1 meat damage.
: Avoid receiving a tag.
1 × |
Leland, Corporate Bodyguard |
2 |
Resource |
[2]: Base link 4
[2]: +1 link
1 × |
Access to Arasaka |
2 |
Resource-Base Link |
[0]: Base link 2
[3]: +1 link
1 × |
Back Door to Hilliard |
0 |
Resource-Base Link |
[1]: Base link 1
[1]: +1 link
1 × |
Access to Kiribati |
1 |
Resource-Base Link |
[1]: Base link 2
[2]: +1 link
1 × |
Back Door to Orbital Air |
0 |
Resource-Base Link |
, [1]: Bring the top card from your trash into your hand.
1 × |
Junkyard BBS |
1 |
Resource-BBS |
Gain [1] at the start of each of your turns.
1 × |
Floating Runner BBS |
6 |
Resource-BBS |
[1]: +1 link. Use this ability only once during each trace attempt, and only after you and the Corp have revealed how much each of you spent.
1 × |
The Springboard |
0 |
Resource-BBS |
, [1]: Remove a tag, at no cost.
: Avoid receiving a tag.
1 × |
Nomad Allies |
2 |
Resource-Conncetion |
Each of your turns, you may take only one action to use Broker.
: Put [3] from the bank on Broker.
: Take all the bits from Broker.
1 × |
Broker |
3 |
Resource-Connection |
, , 1 agenda point: Gain [10].
1 × |
Databroker |
0 |
Resource-Connection |
Whenever you draw one or more cards from your stack, draw an extra card; then choose one of the cards drawn and either trash it or return it to the top of your stack.
1 × |
Crash Everett, Inventive Fixer |
2 |
Resource-Connection-Unique |
[1], : Avoid receiving a tag.
1 × |
Expendable Family Member |
0 |
Resource-Hidden |
: Prevent 2 meat damage.
2 × |
Bolt-Hole |
0 |
Resource-Hidden |
: The Corp loses [3]. Use this ability immediately after a successful run on HQ.
1 × |
Credit Subversion |
0 |
Resource-Sabotage-Hidden |
| 95 | Cards |
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