Netrunner Decks

Goodbye to You. Card Kingdom Store Championship 1st Place

— 41 cards | Est: $30.75 (if ordered alone) | by afishisborn

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Deck Notes

Obligatory shoutout to Card Kingdom. This was the deck I ran in their tournament 2/28/15 alongside Tennin. This deck suffered 1 loss in 5 rounds of swiss and in 1 loss in the finals.

Lemme get this out of the way; I love dumpy cards. I'm attached to Ekomind in an unhealthy way, and I'm still trying to make Record Reconstructor do something... anything.

So you can understand why I was drawn to Au Revoir. What does this card even do? Give you some room to second guess yourself vs PE? No. This card is super opus.

The initial play is simple. Draw aggressively until you have some combination of three of Au Revoir, SMC, and Clone Chip (It should be noted that Clone Chip needs at least one SMC here). 9/10 games, you'll have this ready by turn three. Also, while drawing, you should find a Personal Workshop. Toss programs and hardware onto the PW as you get ready for your magnum opus. Sorry, monster opus. At this point, you have either ~9 credits thanks to Sure Gambles and Daily Casts, or you have Stimhack. Either spend your creds or Stimhack an empty server, but either way, tutor out all of your Au Revoir. Make runs on unprotected servers. Jack out. Make 12 credits in a turn.

This will freak the corp out a little bit. They'll start icing everything. This is good. This is what Snitch is for. Yes. that's what Snitch is for.

Since they've been spending more time than usual icing servers, ice is going to be spread a little thin. And Snitch will tell you which ice is where, all the while rewarding you with 3 credits every time. By now, incidentally, you should have Box-E out. For real. You'll need it.

Listen, the biggest issue this deck has is memory. Super Opus takes up four precious mu, leaving only one open for a breaker. This is why Box-E is your console. The +2mu it provides is essential to having a complete rig up. Also, since you've been drawing so aggressively, and since you're drug-usage has taken a toll on your brain, you'll appreciate the extra hand size.

Anyway, once you have your economy set up, things get bonkers. R&D lock is easier when you can click for 9 credits and run each turn, and Weyland is much less scary when you outpace their economy effortlessly. RP may as well be a blank ID by the mid-game, as clicking for 3 credits before running on remotes... well, who could have a problem with that?

Nothing else in this deck is particularly janky. Standard breakers. Play Torch if they have scary code gates, otherwise Zu is fine. Lady will probably be the only fracter you need, but if she runs out, Snowball can keep you going. Yeah.

Now go forth, and then turn around and come back. And make three credits.

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