Sunday, 8 September 2013

Corp Deckbuilding: Is It The End For 49 Cards?

One of the most common deckbuilding mistakes in TCG/LCGs that new players make is playing too many cards.  Constructed Magic formats have a minimum deck size of 60 cards, and as a result 99.99% of all good Magic decks play exactly 60 cards.  New players often struggle with this, with lots of cards they want to play in their deck for specific circumstances, and lacking the discipline to cut their deck down to the bare minimum.  It’s not a crime to play 65 cards but if you’re trying to be serious about your chances of winning you’re only making them worse by going over the minimum – it reduces the chances of seeing your best cards, and increases the chances of seeing cards that shouldn’t really be in your deck to begin with.

60 cards?  You folks ain't from round here, are ya?

The minimum deck size rule holds true in almost any TCG or LCG, but it’s one of the many sacred cows of TCG strategy that doesn’t apply in Android: Netrunner.  Specifically, the Corp has a really good reason for wanting to play more than the minimum cards because it allows him to spread his Agenda cards more thinly through his R&D.  Playing 49 cards (the most you’re allowed to play with only 20-21 Agenda points in your deck) makes it less likely that you’ll draw a clump of Agendas at once that stock up in HQ, and also makes it less likely that the Runner will hit an Agenda if they run the top card of R&D.


For a long time 49 cards has been the accepted staple size of competitive Corp decks, as decreasing the percentage of Agendas in R&D has been a desirable strategy.  There is a growing argument now, however, for Corp decks to return to their minimum 45 cards specifically to INCREASE their Agenda density.

Two factors are merging that encourage this trend:

1)   The rise of Runner decks using Medium and R&D Interface means that mid-game the thin Agenda density does a lot less to protect you from the Runner scoring Agenda points off the top of R&D.  In many cases a thin Agenda density actually works AGAINST the Corporation because the Runner becomes better at seeing cards in R&D than the Corp is!  In the lategame it can be very difficult for the Corporation to see new cards out of R&D without the Runner having already accessed them.  Playing fewer Agendas still slows down the rate at which you’re losing, but by making the game longer you often play further and further into the Runner’s hands.

2)   One of the best ways to combat the late-game power of current strategies likes the R&D Interface or Atman-Datasucker combination is to prevent the game actually getting into the late game by winning early.  To win early you need to draw Agendas, and to draw Agendas you need to increase your Agenda density.


 A common position in Netrunner is for the Corporation to score a couple of Agendas, and to be on 4 or 5 Agenda points, and then wait to draw another Agenda so they can win.  The Runner can punch through the Ice at that point but with upgrades like SanSan City Grid or Ash 2X3ZB9CY, or ‘fast advance’ tricks like Biotic Labor and Trick of Light the Corp can sneak their final Agenda point out and win the game.  More and more, however, the Corp gets to 4 or 5 Agenda points and then finds the Runner denies them the chance to ever draw another Agenda by powering through into R&D every turn or two, looking at three or four cards at a time.  

More and more, the Corp’s late game tricks for scoring an Agenda are being devalued by not being given an Agenda to score – keeping Agendas thin in your deck just prolongs the inevitable moment when the Runner steals them from R&D.



This anecdote comes from Magic: The Gathering.  A friend of mine was playing in a tournament and he was winning his match but his opponent kept playing spells that gained him a lot of Life points and my friend was struggling to actually chase his opponent down and finish the match.  We had long since finished our games and went over to watch the end of his match, which our friend eventually (and inevitably) won.  He breathed a huge sigh of relief at having won what he considered a tough game, but we were of a different opinion…

“That was tough”

“What?  His deck was rubbish.  All he ever did was gain life.”

“True, but look how long it took me to kill him”

Look.  How long.  It took me.  To kill him.  

That’s a very telling phrase, the most important part of which is that our friend did eventually kill his opponent.  In fact with each lifegain spell his opponent played our friend’s chance of winning the game actually increased, because it was another spell that did nothing to actually change the game.  By gaining lots of life his opponent had ensured that a short game he could win turned into a long game he couldn’t.

=======

“Look how long it took me to kill him” has become a bit of a catchphrase among my Magic friends for the futility of playing cards that only prolong your defeat, and it’s kind of the way I feel about some Corp decks that run 49 cards.

Don’t get me wrong, for a lot of Corp decks 49 cards is still right.  If you’re not trying to score 7 Agenda points quickly then 49 cards is probably the right call.  If you’re trying to set up a Midseasons/Psychographics combo with Project Beale; play 49 cards.  If you’re trying to win a long game of economic attrition with cards like Gila Hands Arcology and Archer; play 49 cards.  But more and more the best play for a Corp under pressure from Atman-Datasucker is to get the game over with ASAP, and that requires seeing Agendas.  Yes, sometimes you risk drawing too many Agenda in the early game but that's the counterbalance to the risk of NOT seeing them in the late game, and in a deck with a lot of cheap End the Run ICE you have a good chance of scoring those Agendas in hand before the Runner has even finished breakfast.

How many Agendas is TOO many?
Both my current Corp decks are 45 cards, and the NBN identity “The World is Yours”, which has a minimum deck size of just 40 cards, has recently been creeping up the win percentages on Octgn (as you can read about HERE), powered partly by the excellent Jackson Howard.  We aren’t seeing the end of the 49 card decks just yet but I believe we are in a period where there is now a legitimate decision to make between the two strategies and the two deck sizes.  If you’re trying to be quick, which is a good tactic these days, then 45 cards may well be your best option.


 This topic was initially discussed on Boardgamegeek HERE.


Decklist: Haas-Bioroid // Engineering the Future // HB Rush

While I played the original Netrunner a lot back in 1996 I’ve only recently started playing the new LCG version by Fantasy Flight Games.  Coming to it late has meant hitting a learning curve that was practically vertical in places, not so much in my style of play but the addition of things like Factions, Identities and Influence meant that deckbuilding was very foreign and unfamiliar.



I knew that my first tournament was to be a pretty small one - the Creation & Control release celebration in which all players would be required to play either Shaper or Haas-Bioroid identities.  That gave me a focus to work towards, but every Haas-Bioroid deck I tried to make seemed to struggle.

Haas-Bioroid is the faction that brings all the Bioroid ICE – both hugely powerful and tragically weak at the same time because the runner doesn’t need any Icebreakers at all if they run early.  My first intention was to try to build impenetrable servers, but the Bioroids were so easily ignored.  I tried to overload the runner with Bioroids they wanted to spend clicks on but that didn’t work either, and in the end I ran virtually no Bioroids at all.  But then my Ice was flimsy and couldn’t stand up to the Runner’s rig beyond the midgame.

I was close to giving up - nothing I made was any good at all.

The Internet Rule of Deckbuilding: If at first you don’t succeed, copy somebody else.

In attempting to find a solution to my HB nightmare I stumbled on THIS fantastic article by jopejope and the first decklist described something called “HB Rush” which I liked the sound of.  The one think I didn’t like about the deck was that it was 54 cards – that’s a big no-no for me.  I can understand the logic why some decks want to be 49 cards to dilute the Agenda density, but this deck didn’t seem like it wanted to do that.  In his article jopjope explained that the deck played lots of economy cards so it reliably drew them, but I felt that he was also undermining his plan of early game dominance by ensuring he didn't reliably draw Agendas.  Unlike many other decks HB Rush actually WANTS to draw its Agendas early  because early is when it has the best chance of scoring them.   In my view 54 cards was out of the question and I set about boiling the deck down to the essential 45 cards.

I set up a spreadsheet and measured a number of components in the deck 54 card deck (eg. 18.5% of the deck was Agendas, 38.9% was Ice and 28% was Ice that ended the run, the average cost of the Ice was 3.0 credits… etc etc).  By selectively trimming away the fat my 54 card deck quickly became a 46 card deck.  In it's new streamlined form my deck was virtually identical to the 54 card version but much more consistent and also more likely to draw it’s most important cards, like SanSan City Grid or Ice Wall.

      

The end result of my pruning efforts was this...

Identity: Haas-Bioroid: Engineering the Future

Agenda (9)
Accelerated Beta Test (Core) x3
Project Vitruvius (Cyber Exodus) x3
Executive Retreat (Trace Amount) x3

Asset (7)
Adonis Campaign (Core) x3
Eve Campaign (Humanity's Shadow) x2
Melange Mining Corp (Core) x2

ICE (18)
Ichi 1.0 (Core) x1
Rototurret (Core) x2
Viktor 2.0 (Creation and Control) x2
Chimera (Cyber Exodus) x2
Enigma (Core) x2
Wall of Static (Core) x3
Caduceus (What Lies Ahead) x3 (**)
Ice Wall (Core) x3 (*)

Operation (8)
Biotic Labor (Core) x2
Green Level Clearance (A Study in Static) x3
Hedge Fund (Core) x3

Upgrade (4)
Ash 2X3ZB9CY (What Lies Ahead) x2
SanSan City Grid (Core) x2 (***)

It was this list that I took to my first ever Netrunner tournament, and I won that tournament without my Corp deck losing a single game!  Only once was I ever close to losing a game, and I put some of that success down to the decision to trim the deck down from the fashionable 49 cards.

The key to the deck is that it is quick and extremely aggressive in the way it scores Agenda points and tries to win the game.  Most of your Ice is cheap and ends the run, meaning you very rapidly establish servers where the runner has to use Icebreakers to gain access.  You then score Agendas QUICKLY (ideally your first Agenda is scored in the second or third turn, and another Agenda immediately goes down for similar treatment).  The aggressive style of play is essential because once the runner has his rig set up you are lacking in the big lategame Ice like Tollbooth or Heimdal that is expensive to break though.

The main aim is to quickly get to a point where you are one Agenda away from victory, and you can then use Biotics Labor/SanSan City Grid to score that last Agenda directly from hand. 


The Agendas all help you in that aim as well, supporting the rush strategy.  Accelerated Beta Test is a calculated risk that this deck almost always wants to take: you’ll hit an Agenda every other time, on average, but will be installing an average of 1.4 pieces of Ice each time which is further strengthening your defences for the next Agenda to come through.  Project Vitruvius is a very efficient 3/2 Agenda so good for scoring points but if you overadvance it and get that Hosted Agenda Counter it that will usually mean you get the chance to play two copies of Biotic Labor in a single turn to aid scoring that last Agenda (I won one match by scoring Executive Retreat from hand with SanSan City Grid, Biotic Labour and Project Vitruvius).  Finally, Executive Retreat is the right 5/3 Agenda for this deck as the ability to suck up a new hand of 5 cards is the perfect way of finding the crucial Agenda and Biotic Labor you need to win the game in one single action.  A perfect fit.

Since I played this deck to win the Creation & Control celebration event we have seen Atman rise up to dominance and that would likely see me refresh the Ice mix slightly as I have a number of Ice clumped at 3 strength (Wall of Static & Caduceus) but otherwise I think this would still be the deck I played tomorrow, if a tournament was on.  It’s very direct, very consistent, and is quick enough to punish any runner mistakes by scoring Agendas and ending the game.


If you’re looking for a strong Haas-Bioroid deck then this would definitely be my recommendation - it's going to be a firm base that I can definitely see myself returning to in future when new sets are released.

Saturday, 7 September 2013

Aggressive Running - What's To Fear?


When new players step into a Runner’s shoes for the first few times it can be a very daunting proposition.  Across the table the Corporation is installing all sorts of cards face down - daring you to take him on and risk the wrath of the ICE he’s ready to rez.

You want to run but he has ICE in the way.  Is it a Code Gate?  Is it a Sentry?  Is it a Barrier?  Whatever it is doesn’t matter because you haven’t got any Icebreakers installed so you’re going to run into it at full speed and defenceless.  It’s a kamikaze play.

Right?

Wrong.

While running into ICE in the first few turns usually guarantees an unsuccessful run it is often well worth doing anyway.  The cost to the Corp of rezzing his ICE is often greater than the cost to you of hitting it.  Often you’ll get nothing worse than a bloody nose from an End the run subroutine, a bloody nose which it cost the Corp precious credits to give you. 

The flip side to this aggressive running is what happens if the Runner sits back afraid of the unrezzed Ice and builds his rig instead.  One of my friends who is learning to play Netrunner often looks at my Corp in despair as I’ve got a bunch of unrezzed Ice and a ton of cash waiting to rez them.  “You’ve always got so much cash, you could rez anything” he complains, but the reason I have all that cash is because he’s never asked me to spend any of it.  More than that, by installing his programs and resources and hardware he’s actually made my Ice better because now he’s got targets for my ICE to trash, or resources I can shred if he gains a Tag!

Turn one, Click one: the Runner is in a great position to run into ICE as there’s virtually nothing you can hit that actually hurts.  There’s even less that hurts you more than it hurts the Corp’s bank balance to rez the ICE in the first place.  You’ve no programs to lose, no resources to lose, you can pay to clear any Tag you receive, any scary Bioroid Ice can be broken by using clicks and you can draw cards to replace any net damage you get… what can go wrong?

Running into Ice early in the game is often a great plan: at the cost of a Click to run you suck money out of the Corp’s bank account, you put pressure on the Corp’s resources and defences and gain valuable information about the Ice you’re facing and the Icebreakers you need to install first.

The real question to bear in mind is: what’s the worst could happen?  What’s the worst piece of Ice you could run into by running with your first click?


Neural Katana
The dreaded Neural Katana has a very strong claim for being the worst thing that can happen to you on your first run.  For the cost of four credits to rez the Katana the Corp is able to force you to discard three cards from your hand - as you start the game with five cards it’s not a lethal blow but it still hurts.  You can spend your next three Clicks to draw replacement cards but that means you’ve effectively spent your entire first turn in a single run.  Ouch.  On the plus side at least you now know the Katana is there and won't ever run into it with only two cards in hand!

Cost to Corp: 4 credits.  Cost to Runner: 3 cards.


Hunter/Draco
Hunter and Draco are very similar cards that hurt the Runner in similar ways.  Hunter won’t stop the run so you still get to access the server you ran at, but you probably have to spend a Click and two credits to clear the Tag you’re going to get.  That doesn't hurt anywhere near as much as Neural Katana but it sets you back for the rest of your opening turn.  Worse yet it only cost the Corporation one credit to rez so they hurt you for minimal cost, unlike the Neural Katana.

Draco also only costs one credit to rez, but unlike Hunter it will stop the run if the Trace succeeds.  At Trace2 the Runner can often get better economy by paying to increase their Link, but if Draco is being played by NBN their identity can make it Trace4, which makes it a Hunter that ends the run.

Cost to Corp: 1 credits.  Cost to Runner: 2 credits and a click.


Caduceus
Unlike Neural Katana and Hunter running into Caduceus won’t punish the Runner, but what makes this card a painful one to hit early on is that it is likely to end your run at the cost of NO credits to the Corp.  If the first trace succeeds the Corp gets the money back that was spent to rez Caduceus, then a second trace either ends the run or forces the Runner to spend credits.  Caduceus is one of the few cards that costs the Corp nothing (Shadow is similar, handing the Runner a Tag instead of ending the run) and that’s what puts it into this list.

Cost to Corp: 0 credits.  Cost to Runner: the click you spent to run.


Pop-Up Window
Finally, like Caduceus the humble Pop-Up window costs the Corp nothing to rez in front of the Runner, and in fact it actually PAYS the Corp while taxing one credit from the Runner.  In terms of impact the Pop-Up Window does very little – it doesn’t stop the run, it doesn’t make the runner discard his hand, it doesn’t make him spend a click clearing tags – but you can’t argue to much with the subtle economic drain of taking one credit from the Runner and giving it to the Corp.  The only downside for the Corp is whether the benefit from Pop-Up Window was worth the click spent to install it, especially if it’s on a central server and the credits gained will be lost when more ICE layers are installed later in the game.


Cost to Corp: -1 credit.  Cost to Runner: 1 credit


Those four cards probably represent the worst that a Runner can hit on the first turn, especially on the first click.  Neural Katana represents a real problem because losing three cards from your opening hand is no joke - you probably like those cards.  The other three are more like a sliding scale of economic annoyances, from the relatively expensive cost of removing a tag from Hunter to the minor hassle of a distracting Pop-Up Window.

And that's it.

From 50+ pieces of ICE currently in the game there is just ONE that you have any reason to be truly scared of, turn one click one.  ONE.  All other pieces of ICE are costing the Corp as much to rez as they're costing you by ending the run - even the big ICE that punish you, like a Tollbooth, will cost the Corp pretty much their whole credits just to hurt you nowhere near as much.

So what have we learnt?  Like Usain Bolt you'll usually want to start running as quickly as possible.  Spending a click to run and force the Corp to spend 3 credits to rez a Wall of Static is a great use of your clicks.  Later in the game you've more cards installed that are vulnerable and the Corp has more Ice installed to set up punishing combinations like Chum-Neural Katana that can actually kill you.

Don't be put off by unrezzed Ice and a stash of credits.  What's the worst that could happen?  Not, it turns out, anything too bad.


This topic was initially discussed on Boardgamegeek HERE (although it rapidly turned into deep debate about the merits of Data Hound)