I’d like to talk about a deck that I’ve been playing for a while; It’s fast, it’s dangerous and a couple of weeks ago I won a 27 person BABW qualifier with it. Here’s the list as it stood then (cards up to Underway were legal):
Hypermodernism 3.1: You’re Going on the List.
GRNDL: Power Unleashed (Fear and Loathing)
Agenda (11)
2x High-Risk Investment (Order and Chaos)
3x Hostile Takeover (Core Set)
2x Oaktown Renovation (Chrome City)
1x Posted Bounty (Core Set)
3x Project Atlas (What Lies Ahead)
Asset (5)
2x Blacklist (Breaker Bay) [color=#FF8C00]••[/color]
3x Snare! (Core Set) [color=#DC143C]••••• •[/color]
Operation (15)
2x Fast Track (Honor and Profit)
3x Hedge Fund (Core Set)
3x Power Shutdown (Mala Tempora)
3x Restructure (Second Thoughts)
3x Scorched Earth (Core Set)
1x SEA Source (Core Set) [color=#FF8C00]••[/color]
Barrier (6)
2x Changeling (Up and Over)
3x Meru Mati (Breaker Bay)
1x Spiderweb (The Underway)
Code Gate (5)
3x Enigma (Core Set)
1x Quandary (Double Time)
1x Wendigo (First Contact)
Sentry (5)
3x Archer (Core Set)
2x Grim (Opening Moves)
Other (2)
2x Chimera (Cyber Exodus)
10 influence spent (max 10)
20 agenda points (between 20 and 21)
49 cards (min 45)
Cards up to The Underway
Decklist published on NetrunnerDB.
Supermodernism in other IDs has been discussed a reasonable amount recently, but in case you aren’t familiar with the archetype the plan is to score out agenda points as quickly as possible behind cheap ETR ICE, with scorched earth keeping the Runner from being too greedy with their early runs. It’s often fine to leave R&D undefended for a few turns, especially with the chance that one of the Snares puts the runner into Kill range.
I feel that GRNDL is the most powerful ID for playing this type of deck, as the early game economic advantage lets you begin scoring immediately. I normally expect to score my first agenda by turn 3 or 4, ideally an Atlas that can then chain into more agendas or fetch SEA/Scorch if the opportunity arises. Most of the agendas in this deck pay out as you score them, allowing you to sustain the economic advantage for as long as possible.
The main limiting factor for the deck is influence. You need to spend 2 on SEA source, and with only 8 left there isn’t much room for importing power cards from other factions. Luckily this deck doesn’t have to pay the 3 influence Jackson tax, functioning fine without him. 3 Snares were my default way to spend most of the influence for a long time, but I’ve also been testing Casting Call, and there are other cards that may be worth including.
I’d love to hear people’s opinions on the deck, and I encourage you to try it if you enjoy playing tense, fast paced games of Netrunner. It can feel unforgiving sometimes, and winning once the runner has their rig set up can be a challenge, but the early game power is very impressive.