T1 are fine to learn reflexes and efficience, but that’s part of one’s skill, the base part easy to learn in my opinion. The hard things to learn is too create ways leading to wins.
I think T1.5 control decks of the type “I’ll try to nerf my opponent” acheive this. T1 control decks are efficient by their own, so “the plan” works sometimes alone.
In T1.5, the plan never work alone (that’s why they are T1.5) : if you play like a dummy, you have results of a dummy.
In order to push results, you need to give hell of a fight. Opponents usually react to this by giving their best shot. Then, you have to analyse their best shot and understand how to surpass it with the tools you have. You can’t rely on the omnipotence of your deck.
This system is the reason I think of why I still learn in Netrunner after playing something like 5 years.
I won’t make publicity to this deck : 56-57% (vs casuals) is not that bad but it’s not that good either - that is compared to the 69% corp deck I netdecked play. It’s entirelly encouraging. A genius player may be able to grind 5-10% with it, making it T1, because there is still errors I do even after 216 games + 100-120 from an alpha version.
It’s not just hard to pilot, it’s the actual definition of hard : even after around 330 games, it comes with almost no “auto-pilot” phases. That’s why it stays T1.5 for medium+ players like me. Still, it’s my weapon of choice.
Any won % there is the result of a great struggle because of its frankenstein-like structure, that somehow lives. I love it a lot, it’s the perfect deck for a pilot that tries to be creative !