Netrunner Decks

Clicking hell v1.3 - Store Championship winner, Chicago, IL

— 50 cards | Est: $37.50 (if ordered alone) | by Daine

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Decklist

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Identity
Agendas
Operations
ICE
Upgrades
Assets

Deck Notes

Just won a store championship with this deck in Chicago so I thought I'd share.

This deck plays differently from many decks you've probably seen. A normal turn is installing a single card and clicking for 2 credits. Don't be overly concerned with forcing a pace onto the game unless the runner is pressuring you in a very specific way you can't handle. You'll score an agenda or two early, but your winning doesn't require it, so don't force it if it's not happening for you.

Set up a remote after you have an ice or two over R&D and HQ and begin filling it with upgrades. If you install and click for 2 credits every turn, the runner will either burn a lot of resources checking your remote every turn or you'll have your window to sneak out your false leads or ABTs. Fire your ABTs if you have a Jackson on the board or if you're in trouble. False leads are the key to winning with this deck, so don't hesitate to sacrifice some board state to get a few in your score area.

The heart of this deck is the Heinlein Grid. I've won dozens of games with this deck based solely on rezzing a Heinlein, rezzing an Ichi 1.0, and sacrificing a false lead. People will get used to running on click 1 or 2 so they can break your bioroids, and sacking a false lead in front of a Grid makes them lose all of their money and bite at least 2 of Ichi's subs. It's a powerful enough combo that it's worth building around. And even if you never pull this combo off, the Heinleins masquerade as Ashes or Crisium Grids such that they'll dissuade runs and keep you safe, even if you never rez them.

Biotic labor is a safety valve for when the runner locks you down. It's best used for your final score or an ABT if you need to throw a Hail Mary.

The evolution of this deck has led me to take out almost all of the money cards from this deck. They weren't really helping, and you're pretty consistently getting 3 credits per turn thanks to your ID ability. The games you'll lose with this deck will be because you can't find enough ICE, not because you don't have enough money. Trust me on this.

Change the ICE to fit your meta. I built my version to punish the new glut of anarchs, Eater MaxX in particular. Swordsman has been great for me, but I do miss the second troll I traded for them. Victor 1.0 is great unless Yog is really popular in your area (the 2.0 version should be substituted if it is). You should keep the enigma even if Yog is endemic, however. People will face check against HB and an enigma + Heinlein can really hurt the runner's flow.

Feedback is welcome.

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