NEXT Design: Guarding the Net (Creation and Control)
Code Gate (8)
12 influence spent (max 12)
20 agenda points (between 20 and 21)
49 cards (min 45)
Cards up to The Spaces Between
Deck built on NetrunnerDB.
It's certainly not finished, but I like it a lot. Only 20 Ice, but that's usually worked out okay with getting a couple for the centrals T0.
It's still pretty aggressive, though I've moved it slightly toward a more midrangey build over time, kinda unintentionally. Probably going to try and bring it back in a bit. It can score from almost no credits, and the only things that cost more than 4 are the Hedge Funds.
The overall plan is to just try and push the runner as much as possible. Mushin without protecting it Turn One if you like (particularly nice if you draw a Hedge Fund as well). Biotic out an ABT for 5 credits with a Shipment. Make the runner pop their SMCs early and push their speed limit as much as possible.
The original decklist was http://netrunnerdb.com/en/decklist/16794/-twa-next-aggression-v-1-4, it ran 45 cards, with -1 Mother Goddess, -1 Enigma, -1 Rototurret, -1 Aggressive Secretary, -1 Adonis Campaign, -2 Walls of Static, -1 Jackson Howard, +1 Shipment from SanSan, +1 Guard, +2 Blue Level Clearance. There're another change, apparently, but I can't find it with the Mk. 1 Eyeball, so until I get Net-Ready Eyes you'll have to find it yourself, alas.
I found that 45 cards, despite the "rush" aspect, led to R&D death too frequently for my liking. As noted, the original deck loses hard to aggressive runners without Junebug, which I wasn't a huge fan of. The lack of AggSec as a way to turn off the runner's rig felt like a glaring omission, especially against Criminal and their limited recursion, and not having an Adonis meant that an unadvanced install become more conspicuous, which is never ideal.
I added the Jackson only recently, because as amazing as SfSS is, it was sitting dead in my hand too often as I waited to try and score EffComm first or get a Biotic to cheaply FA something, and had limited recursion when I couldn't overadvance Vitruvius (which is a pretty common thing with Mushin, but by no means a guarantee). So the one-of Jackson helps there, despite making R&D a bit more porous. Being able to have another way to recover from ABT is nice (would've sworn I ran interns, but nope, that was my older list before the Mushining). Also makes Parasite a bit less of an awful thing to deal with, which NEXT ice often struggles with (although Quandary and Rototurret help take the brunt of it).
I honestly don't remember taking out the Blue Levels, and thought I still had 3. Wondering if they got swapped to another deck sometime. Definitely going to take at least one back, perhaps in place of a Biotic Labour or WoS. Drawing through the deck quickly is important, you want to press the early advantage as much as possible.
It's a weird deck, I won't lie. I take a lot of risks with it I normally wouldn't, but it's been doing well for me against PPVP Kate and Leela. Siphon Recursion CT gave it some trouble recently (largely because I wasn't expecting it from CT for some reason, though I think an opener with Opus, 2 SMCs, and a Siphon is hard to handle as most any Corp), but I could've played around it better in retrospect. Eddie Kim is a menace, but that's nothing new, and is relatively easy to lock out early on anyway.
The reason for it to be in NEXT over ETF honestly is just that one and a half turns you save with the set-up. The NEXT and AggSec help a little bit if you get dragged into a longer game, but ideally you want to be aiming to score out ASAP, before the runner can get set up sufficiently. (Biotic and SfSS help there, too, with scoring 5/3s without giving away that it'll be a game-winning score.)
Side note: I often toy with the list slightly, popping in an Overwriter or taking something else out, largely to make Junebug a less reliable assumption. Overwriter isn't as ideal, but it makes an IAA Junebug a viable kill, so that's always fun.
Other note: NEXT Gold costs too much for this list. I'm tempted every so often by the thought of a one-of, but I rarely have 8 credits to spend on something that won't ETR. Still, it might be worth a try in place of one of the Rotos, I guess.
Not nearly as much, in my experience. Runners are very disinclined to lose their opening hand, and if they do then it sets them back significantly. It does depend a bit on the runner and their build, admittedly (Andy doesn't care much, for instance, so I'd try to hold back a turn or two until I can ice things against her). But PPVP Kate, for instance, usually wants to play things and set-up on her first turn, losing 6-8 cards is a hefty blow -- manageable with Diesel or Quality Time, maybe, but still painful. It's not just the flatline risk, it's the risk of hamstringing the runner's ability to develop a favourable board position.
Certainly not a BAD first turn, but not the most ideal. If possible (depending on what else is in my hand at that point) I might prefer to Mushin immediately and then either play an econ card, click for a credit, or either ice or advance the Mushin target (again depending on draw pretty heavily).
Yours is a more realistic and sane option, and one that is definitely the right move if you don't hit your Mushin + target out of the gate. By turn 2, generally I'm able to Mushin something, and in those cases your plan is pretty ideal, yeah.
In retrospect, also, the local meta is perhaps a bit weak to this kind of deck. There's a lot of slower, glacier-y corp builds around (including another NEXT) and most runners are more midrangey to compensate. On the aggressive side of that, for sure, but PPVP Kate is probably the most outright aggressive deck around (other than occasionally Qimpossible Quetzal), and that still wants a turn to set up before busting down all the doors, usually.
I do think it's a lot of fun, but it's also a very different kind of NEXT deck. Think I communicated poorly a bit, meant "this is why I like Mushin NEXT" as just that, not as an indicator that it'd solve everything.
But Mushin'd HB agendas really do help rush, believe me. 3-4 Vitruvius counters lets you grab agendas safely, or just keep on slamming BLC/GLC until you hit whatever else you need. It lets you ABT (more) safely which can provide a pretty huge tempo and economy boost, in my experience. It lets you score in general without losing out to Leela some, and provides an easy way to trick the runner into a kill.
Also, there's nothing as fun as asking an out-of-towner "Cards in hand?" at the end of their turn vs NEXT and watch them drop a Plascrete because "why the fuck does he keep asking me that?" apparently overrides influence counting sometimes.