Netrunner Decks

The Novelist

— 46 cards | Est: $34.50 (if ordered alone) | by turtle

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Identity
Events
Hardware
Programs
Resources

Deck Notes

This is my attempt at making a Tier 1 Hayley deck. In the hands of a good pilot, I think that it's very close to that. I've tried and tested almost every Shaper ID from Kate to The Professor, but one ID I never played around with was Hayley. To me, she just seemed like a slower, poorer and more combo dependant version of Kate.

Then I saw the Cachemeleon deck by x3r0h0ur and it changed the way I looked at how to build Hayley. I realised that the problem with Hayley was that I had been treating her like Kate, which was why Kate just looked better in comparison.

It helped me realise one thing about Hayley that made her stronger than Kate: her ability to install up to five things in one turn means that she can dig more aggressively for her key pieces than almost any other runner without fear. Adding to this, the extra click saved through her ability allowed further compliments this, allowing her to setup faster than any other shaper for their dominant late game. Provided that her deck is built to compliment her ID ability, this means she can go through her deck very fast, setup and establish the RnD lock very quickly.

Card Choices

Scheherazade - Absolutely one of the bread and butter economy pieces in this deck. I keep almost any hand that has this card in it because I can often rely on the economy provided by this alone in the early game until I draw into an Aesop's Pawnshop. Out of the 18 programs in this deck that you can host on Scheherazade, half of them essentially cost zero (Self-modifying Code, Harbinger and Cache), and with Hayley's ability firing off, nets you 2 credits from the installs (the equivalent of a Magnum Opus )

Aesop's Pawnshop - This is a no brainer, but Aesop's can comfortably carry your economy through the early and mid-game, there are just so many targets for you to sell, meaning you'll be netting a clickless 3 credits each turn.

Technical Writer - These will give you the economy you need in the late game, and if need be a quick burst of credits to contest a remote. As Hayley, you will be doing a lot of installing; on average, I net between 15-20 credits on each of these.

Sure Gamble (Or Lack Thereof) - We all know these are a staple of any runner deck, but this card actually doesn't have a place here. Hayley is pretty much the only runner who can Quality Time and dig for more cards now with 5 cards in her grip and 5 credits, because she isn't worried about being flooded with cards she can't play and because her ability lets her empty her hand back down to size without having to discard anything. Sure Gamble is the last thing you want to draw because of its credit threshold. This also means that a lot more opening hands can be kept because you don't have that reliance on Sure Gamble for economy. We also want to minimise the number of events in this deck to take advantage of her ability.

LLDS Processor & Chameleon - This combo is just too efficient to ignore. Chameleon lets you contest early remotes setup by rush decks and once LLDS Processors start hitting the table, they become ridiculously efficient for most ICE. With Hayley, a single lets you deal with 2 out of the 3 types of ICE, with Scheherazade each Chameleon effectively is 1 credit to install, and with 1 Sahasrara, they are free to install. All the while, these build up the credits on your Technical Writers

D4v1d - This deals nicely with so many annoying ICE (Wraparound, Archer, Tollbooth and Turing stand out here). I was initially hesitant to splash the 4 influence for this, but in testing, this has saved me so many times that I'm convinced its a solid include.

Harbinger - Just a solid inclusion for the influence given what you're trying to do here. Each Harbinger nets you 6 credits from Aesop's Pawnshop, offers Power Shutdown protection for your Scheherazade and can be Scavenged for a program install from the heap if you want to save your Clone Chip.

Everything else here is standard Shaper stuff and the plan remains largely the same - establish the RnD lock, get cheap accesses where you can and contest remotes that need to be contested. So far in testing, this deck has proven solid on a wide variety of Corps. Give it a go, you'll be surprised by how quickly this deck gets setup and how fun it is to play.

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