Netrunner Decks
Encrypted A.I.
Corporation deck submitted by
Brian
This deck uses the four of rule. We use this rule and ignore bannings when we play. It reduces randomness and makes the game less paper rock scissors like.
This deck is based around the 2/2/3 agenda score. The idea is that in order to win you have to score 3 agendas, but for your opponent to win he will either have to score four agendas (four two point agendas) or flatline himself.
The deck has very little in teh way of dangerous elements but the ones it does have are extremely potent. In its own strange way it encourages the opponent to be a bit reckless. One reason for not playing many of these elements is that they are typically expensive and Emergency self-construct is only a short-circuit away. i know of no runners that do not play short circuit in multiples with and emergency self-construct.
This deck does ont try to prevent the opponent from successfully running but instead created too many doors to run upon, makes it inefficient to run on those doors, and makes a play mistake of our opponents into a gamebreaker. It is very difficult to know where to run against this deck. Decks which are narrow are very easily beaten if you can identify them.
Encryption breakthrough is a very powerful agenda that pays for itself and makes it more inneficient for the runner to run.
Typically you will want to score Encryption Breakthrough, Encryption Breakthrough, Fetal A.I. This is the most common agenda scoring avenue. You do not need to try to win fast with this deck. It slow plays the opponent and grinds him down bit by bit, action by action.
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Card Name |
Cost |
Points |
Type |
: Shuffle cards stored in HQ and the Archives into R&D; then draw five cards.
1 × |
AI Chief Financial Officer |
5 |
2 |
Agenda-Asset |
When Runner accesses Fetal AI, do 2 Net damage, even if it is not installed. Ignore this effect if Runner accesses Fetal AI from the Archives. If Fetal AI is accessed from R&D, Runner must show it to you. Runner must pay 2 to steal Fetal AI, in addition to any other costs.
2 × |
Fetal AI |
5 |
3 |
Agenda-Asset-AI-Ambush |
Put a Remap counter on Data Fort Remapping when you score it.
Remap Counter: End a run.
1 × |
Data Fort Remapping |
4 |
2 |
Agenda-Gray Ops |
All code gates have +1 strength. When you score Encryption Breakthrough, reveal as many code gates as you wish, Then, gain [1] for each revealed or rezzed code gates.
4 × |
Encryption Breakthrough |
5 |
2 |
Agenda-Research |
End the run unless Runner pays [1].
Gain [3] when you rez Misleading Access Menus.
4 × |
Misleading Access Menus |
0 |
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Ice-Code Gate |
For the remainder of the run, Runner must pay [2] when encountering a piece of ice, in addition to any other costs, or end the run.
3 × |
Ball and Chain |
2 |
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Ice-Code Gate |
Runner cannot make another run during his or her next six actions.
End the run.
3 × |
Haunting Inquisition |
8 |
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Ice-Code Gate |
Secretly spend [0], [1], or [2]; Runner does the same. Then you and Runner reveal how much each of you spent. End the run unless you spent as many bits as Runner spent.
4 × |
Too Many Doors |
1 |
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Ice-Sentry |
| 4 × |
Annual Reviews |
0 |
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Operation |
Cost to rez code gates is reduced by [1]. All code gates have an additional subroutine, "*End the run," after all other subroutines.
4 × |
Encoder, Inc. |
0 |
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Node |
You may advance Experimental AI before and after you rez it. When Runner accesses Experimental AI, trash one program for each advancement counter on it.
1 × |
Experimental AI |
2 |
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Node-AI-Ambush |
At the start of each of your turns, gain [1] for each agenda card stored in HQ that you show to Runner.
4 × |
Corporate Negotiating Center |
0 |
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Node-Asset |
: Note the number of cards stored in HQ. Shuffle those cards into R&D, and then draw that many cards.
2 × |
Rescheduler |
0 |
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Node-Gray Ops |
For each card Runner draws, give Runner a tag unless Runner pays [1], in addition to any other costs, to avoid receiving that tag. You may rez City Surveillance just before the card is drawn.
2 × |
City Surveillance |
1 |
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Node-Gray Ops |
Runner must pay [5], in addition to any other costs, to steal agendas accessed from this fort, even on the run during which Runner trashes Red Herrings.
2 × |
Red Herrings |
1 |
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Upgrade |
Rez Namatoki Plaza when you install it. Install Namatoki Plaza only if you can pay to rez it. Install only inside a subsidiary data fort. That fort may have an additional agenda or node installed inside it. If Namatoki Plaza leaves play while installed, and this results in the fort having too many agendas and nodes installed inside it, trash one of those agendas or nodes.
1 × |
Namatoki Plaza |
3 |
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Upgrade |
All nodes and other upgrades installed inside this fort cost [2] to trash, in addition to the normal cost.
3 × |
New Galveston City Grid |
1 |
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Upgrade-Region |
| 45 |
Cards |
18 |
Agenda Points |
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| Overall Rating: |
(2 Votes) |
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WilsonWeeflerunR said:
I think the deck is rather light on ice (only 14). Also you use 4 Encoder, Inc. and only 10 Code Gates. You could benefit more from the Encoders by using more Ball and Chains. I am not a fan of the 2 Reschedulers in the deck or the Namatoki Plaza. The Reschedulers use actions that could be spent more wisely and they do not guarantee a 'better' draw. Also the agenda's you use in the deck have quite a high difficulty, which gives the runner more opportunities to score them before you can.
But thanks for sharing the deck.
Greetz.
11/17/2011
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