Netrunner Decks

The Thing That Should Not Be

— 45 cards | Est: $33.75 (if ordered alone) | by omegalife2002

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Decklist

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Identity
Assets
Upgrades
Operations
ICE
Agendas

Deck Notes

This is my Harmony Medtech build, and it is a beast. It's current record is 12-1 (the only loss came from a friend playing it for the first time against me) and shows no sign of slowing down.

The main advantage of this ID is that it provides no opportunity for the runner to slow down and regain control. The runner has to constantly maintain pressure lest he be outscored in 3-4 turns. This leads to runners making mistakes they wouldn't normally make. I usually win by scoring 6 points (it's alarmingly easy), but I have often won by kill too. Interestingly, if you notice, going for the kill is not the aim of this deck. Instead, damage is simply used to slow the runner down. But, funny things can happen like killing the runner with Yagura 😛

Agendas:

Braintrust - Simply a 3/2 agenda that gets points. Sucks a little when these get stolen

Medical Breakthrough - This card is GOOD, like Astro good. Honestly, you kind of want the first one to get stolen. That brings down the next one to a 3/2, and then you can fast track the other one for an easy 2/2. One game, threw 2 of these and MHC down in open remotes. Runner hit 1 of them (just like I hoped), then on my turn, got a buck from MHC and scored the other. Next turn, scored the other from hand and we were at match point. That just feels good 🙂

NAPD Contract - Everybody knows this agenda is awesome and in here is works great. Because of how much pressure the runner is under, they often have just enough money to get into a server. I have seen many NAPD’s just stared at and put back down.

Philotic Entanglement - God, kills me that this is only a 1 per deck! Again, another 3/2 and it slows the runner down if they scored anything. While I prefer to score this if they have already stolen 1-2 agendas, but I’ll score it right away if need. You are preferably scoring an agenda at least every 1-2 turns, 3 at the most.

Assets:

Jackson Howard - What can be said? He does whatever you need. Draw, archive saves, etc. He also works great as a bluff. I rarely end up keeping him on the board long, so I’ll stick him in a protected server and let the runner run it thinking he’s an agenda. This tactic works great in this deck. Everything starts to look like an agenda.

Mental Health Clinic - This is a fun card. Again, I’m not trying to flatline the runner, so the 1 plus card doesn’t bother me. Instead the runner is faced with a problem: let me have 1 credit or spend 3 and not get an extra card…. hmmm 🙂 I’ll also use this as a bluff

Snare! - Again, slow them down and make them fear you. It can kill, but usually not unless is gets pulled towards the end of the game when they get desperate and reckless. I sometimes use this as an agenda bluff, but only if the runner has proven that they will run everything that I lay down. Otherwise, keep it in hand for when Celebrity shows up.

Upgrades:

Caprice Nisei - She is boss. Shoot, often I’ll throw her down,immediately rezz and the runner ignores that server the rest of the game. Perfect….

SanSan City Grid - Strictly speaking, you don’t NEED this to win, but it sure helps. At the very least, you soak up 5 credits on the trash. Then you just Jackson it back in...

Operations:

Celebrity Gift - Not much to say. Makes money when you don’t have a lot.

Fast Track - This is pretty recent addition. I found that I was often digging for the last agenda I needed. Now I can just tutor it up into a hand of Snares and operations

Hedge Fund - Yup

Medical Research Fundraiser - So, most people have been going back and forth on this card. I like it a lot, but only in the right situation. You have to be careful when you play. If the runner ended their turn with 0-3 credits, then DO NOT play this card. The better time to play this is when the runner is already flush with credits and getting 3 more won’t make much difference. Typically anything over 10 and I’ll play it if I need it. Again, another thing a lot of corps seem to forget is that you shouldn't be blowing through all your money cards as soon as they hit your hand. Hang onto them until you need them. They pad out your HQ and can surprise the runner.

ICE:

Wall of Static - Go get your Corroder buddy….

Quandary - Go get your Yog

Yagura - A great little piece of ice, best on R&D of course

Grim - Use this to trash whatever will slow down the runner the most.

Guard - Perfect for remote servers and sneaking out an agenda. Also forces a sentry break to come out

Komainu - I didn't know what to think of this before, but I freaking love this ice! Sure, it dies to Parasite but no ice is perfect. No matter what, this ice puts a hardship on the runner. Pay 5 credits to get through with a full hand, or drop dangerously low to make it cheap. Interestingly, half the card is taxing, the other half sets up a kill. Very cool

Pup - Taxing. Love it. Put it on R&D

Swordsman - This is my little surprise ice. If nobody is playing Atman or Knight or Crypsis or Overmind, then you don’t need it. But I’m going to hazard a guess and say that those are showing up a lot these days. 🙂

Tsurugi - Taxing. Also, slim chance, but can setup a kill too. Great ice

Anyway, still playing around with the exact composition of everything (thinking about how Mushin can fit into the deck and possibly Shi.Kyū) but I’m pretty stinking happy with how it is performing currently. Give it a spin and let me know how it goes!

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