I want to talk about this archetype, I think we will see either Whizzard or Reina being played in this role more often than noise, but all Runners are viable. Personally, all I see is stuff to trash, so I almost exclusively play whizzard in these decks.
The focus of these decks is to abuse anarch access to good event recursion in the form of deja vu with Account siphon and/or Vamp plus the crushingly good identity abilities to break the corps back and crush them - usually out of R&D.
I think these decks are more defined by their central server strategies than their identities, we will see either data leak reversal or keyhole/medium being played as a win condition.
The interesting thing about how these decks play, is that they pick up speed as the corp slows down, if you love playing the tempo game, this archetype is for you. As the corp is spending 3 actions to gain credits and trash a resource, you are taking 5 click turns and accessing piles of cards from R&D, when the corp is running low and having to click for credits just to play the hedgefund that they drew, the anarch player is making free runs and gaining a credit advantage by vamping or siphoning.
Here is an example deck from a recent tournament win:
Reina Roja: Freedom Fighter (Mala Tempora)
15 influence spent (max 15)
45 cards (min 45)
Cards up to Double Time
Decklist published on NetrunnerDB.
The above deck uses DLR as a win condition; without DLR, the deck is forced to install what is essentially an Andromeda breaker suite without the safety net of good criminal cards and desperado. This is probably the reason that the designer opted to spend influence on fall guy.
With Fall Guy as a safety net, the corp has to trash at least 6 assets, realistically 9 (3 fall guy, 3 DLR, 3 Joshua B) to turn off your primary win condition - hopefully this will buy you at least 3 turns to DLR 15 cards and get 6.2 agenda points in the trash.
For the purpose of this discussion, let's consider that we are choosing decks to take to tournaments that we want to win.
I think that any eggs in one basket strategy is going to be shut down by a skilled opponent who can identify your win con and play around it. My critical analysis of this deck is that it's a great deck for beating up newbs, but it's entirely focused on actually using DLR, it can't really do anything with the tempo it gains from the corp trashing it's resources.
Playing a John masonori instead of 1 Joshua B would help shore up this weakness; there is still a little too much luck involved with this particular deck for my tastes. Weyland is the popular noob-crusher faction to bring to tournaments and having 0 draw power and 2 plascretes just means that I spend a lot of time hoping I draw things every turn instead of actually doing what I need to do to win.
Spinal Modem / Grimoire is a total judgement call, those two credits per turn can be amazing, and Reina is incentivized to run already - I wish I could say that if you are reina you will always want spinal modem, because +2 MU and free parasite/data sucker tokens from grimoire are insane - not to mention I can have an extra data sucker in my full rig with grimoire over spinal modem making it closer to even.
I've played a little spinal modem, and against all odds - the card actually seems to play better when you have stimhacks in your deck. Stimhacking into a server with an upgrade means I get to trash Ash for free and access taking a brain damage and not be poor instead of taking a brain damage and being poor and maybe not trashing/accessing.
These days, I am leaning towards grimoire, but it's still pretty dependent on your deck. I've seen anarch winners that run grimoire with 0-3 viruses in deck. 3 credits for +2 MU is really insane (it's like 3 credits for 4 clicks worth of akamatsu memchips).
Keyhole is really insane, the MU and 4 credit cost are a pain, but the protection from punitive counterstrike, snare, and other on-access abilities. You can argue that it is slower than DLR since you have to keep them from rezzing ice on R&D (meaning you basically have to play parasite for pop-up window) and your runs telegraph your strategy much more since you will probably focus on crushing HQ and trashing remotes; however, I think it's less reliant on drawing combo pieces and builds a more flexible rig since you get datasucker counters from keyhole, you also aren't forced to spend all of your clicks to keyhole every turn like you kind of have to do with DLR.
Of course, it benefits from Joshua B the same as DLR. Jackson Howard messes up Keyhole worse than it does DLR, since you can DLR and mill their deck away, never having to actually run anything. That being said, I've never actually lost a game because of Jackson.
To wrap up this long post, here is my Whizzard deck in it's current test version:
Whizzard: Master Gamer (What Lies Ahead)
15 influence spent (max 15)
45 cards (min 45)
Cards up to True Colors
Deck built on NetrunnerDB
Testing with 1 John Masonori instead of Joshua B no. 3 and 2 Ice Carvers instead of 1 data sucker and 1 liberated accounts.
Notably absent: Imp, Infiltrate, SoT #2-#3, stimhack.
Reasons: Deck space and metagame concerns.
3 siphon 3 QT package is hard to resist, what do my fellow anarchists think of the archtype?