Custom Card Thread

Neirdra - Former Employee

Anarch ID - G-Mod. 40/15

At the beginning of the game, after drawing opening hands, the corp searches R&D for an agenda, reveals it, and adds it to HQ. They then Shuffle R&D.

“Pressures on”

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That’s pretty cool. A bit on the weak side, I think, but a really neat idea!

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I love it. Love the theme, love the mechanic.

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This week I’m posting early because I’ll be out of internet range sunday.

We have a theme of Disconnection, from the net, from your community, or whatever you like.

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netrunner-cut_the_wire (1)

I have no idea, if this is laughably bad or very good.

Full art, because I couldn’t fit it on the card:

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netrunner-spread_dissent

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very cool piece, that could be an interesting meta call against 4-5 advancement agendas.

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Top secret grid
HB Upgrade : region. Rez 2 - Trash 3 - Inf 4

Rez only during your turn. You cannot advance cards in this server if you have, in the same turn, spent clicks on any action that didn’t concern cards installed in this server.

The runner can’t run this server if they made a run against another server on the same turn in the same turn. When the runner runs this server, they can’t run any other server for the duration of the turn.

Compartmentalization is key

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Super good deckbuilding challenge, I love it, we need more of this in general

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Abel “Butterfly” Arnhem

Crim ID - G-Mod || 50/20

You may include a fourth copy of any non-unique card during deck building. Lose 1 influence for every copy included this way.

“A little flap here, and the world goes crazy.”

2 Likes
Flairgapped

($2) Run: Event - Sabotage
(criminal 3/5)

Run a server.

Whenever you pass a sentry
during that run after
encountering it, if
every subroutine resolved
during that encounter,
you may move that ice to
a newly created server
protecting it.
3 Likes

Oh that’s really cool!

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Thanks!

The flavor was a criminal “picking up some ice as it burns their hands and carrying over to new server, which is then airgapped”. (I don’t know if that makes cyber-sense in the cyber-lore.)

The design had a “fully-resolved” trigger because of new cards like Mercury and Raindrops Cut Stone (which plays better than “fully-broken” triggers, IMHO, since it respects the different subroutine text on different sentries).

The costs were just Forked. (someone who’s good at the game please correct me if $2/3i are too low or too high!)

The move-to-new "airgap” effect is because of the prompt (DISCONNECT!) of course, and because I’d been thinking about new rungs on the (mostly criminal) primary ice interaction ladder of break→smash→bypass→derez→bounce→trash→exile, where “smash” is what I’m calling effects that break without interfacing (and “bounce” is adding to HQ).

Mechanically, I think it kinda has the removal effect between a swap and a trash (since they need to another sentry if they want to keep a sentry on the old server, or at least have some effect that can reposition ice or rooted cards), but it sorta has the resource denial of a bounce (since they could just install into the new server, if they can afford to do so and still want to use the airgapped ice). “airgap” was inspired by the (mostly shaper) surf→sweep→swap(→airgap?)→move effects, where I’m calling vertical swaps “surf” and horizontal swaps “sweep".

PS.

By the way, Capybara would be “steps” on the bypass→derez “rung”, while e3 and Poison Vial could be steps on the break→smash rung (if we call “break without interfacing” a “pseudo-bypass”).

Obviously, there’s also shrinking ice strength, “blanking” some ice text (like “when encountered”) or all of it (like Hush does), “melting” half of a subroutine by effect (like Banner does), and so on. So it’s more of a 2D lattice than a 1D ladder, and even that’s a simplification, because installed ice have many dimensions (strength, subcount, position, non-subroutine abilities, specific subroutines effects on AP/Destroyers/Observers/etc, and so on), and especially because many aren’t strictly better (even if generally better) or are very contextual.

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Account Hold

Ice: Code Gate - Observer · 4[c]

Strength 4

[sub] For the rest of the run, the Runner cannot spend credits from their credit pool.

●● NBN

I just had this idea after thinking about interesting “pseudo-end-the-run” effects (i.e. effects that don’t outright end the run, but that do normally convince the Runner to jack out), and it seemed to fit this week’s theme.

3 Likes

Like RSVP! I prefer your templating, which lets Runner spend hosted credits (such as stealthy credits, companions credits’, and so on).

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[sorry for the late post]

Just one word this time. Meltdown

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Go ballistic

Event - Run
Anarch •••••
Cost 0

Make a run, all icebreaker programs gain “Interface → [Trash]: Break 1 subroutine.” during this run.

“I want to talk to the Sysop!” - K4R3N

2 Likes

Nuclear Accident

Agenda: Security · 3/3

[interrupt] → When this agenda would be added to the Corp’s score area, instead do 3 meat damage, then remove the top 10 cards of the stack from the game, then add this agenda to the Runner’s score area.

Weyland


A net-space meltdown has fairly narrow design space, so I started wondering: what does a meat-space meltdown do in Netrunner-mechanical terms? It likely reflects badly on the Corp that caused it (i.e. their plans are revealed → the Runner gets agenda points), and damages both the Runner (i.e. meat damage) and everyone around them (which in Netrunner is reflected by destroying cards from the stack, e.g. Underway Renovation).

I also like the mechanics of “your deck doesn’t function the way you intended it to now, but you’re much closer to victory so it may still be possible to cobble a win out of the pieces”. I’ve been playing quite a bit of rigshooter recently, and it’s surprising how often Runners can find some way to win even with all the copies of a key breaker destroyed – as such, I think the downside of giving the Runner agenda points is a reasonable way to balance the heap trashing.

3 seems to be the correct amount of meat damage – it should presumably be more than Azef Protocol, but low enough that it’s survivable playing normally (runners will often hold four cards in hand against combo Weyland for fear of End of the Line).

I think it’s important that the agenda doesn’t protect itself, to give kill-combo decks a choice between self-protecting 3-pointers (for Weyland, this is SDS Drone Deployment), and 3-pointers like this one that might viably be scored to further the combo but are more vulnerable in R&D.

4 Likes