There’s a couple conflicting currents in this thread, with people saying both that more/better hard counters are needed to combat non-interactive decks & that hard counters make the game less fun because certain matchups are unwinnable. I don’t think sideboards can work in Netrunner because of the existence of hard counters—cards like Clot, Plascrete, Employee Strike, etc. would always be in the sideboard & some of the most interesting decks would be unplayable because they’re so easily teched against. That seems like a boring hypothetical meta (hypometical?).
There are a lot of interesting “non-interactive” decks these days. It actually kind of starts with DLR Val, who put together such a strong, linear game plan out of a few key pieces. Now we get combo CI & Bio-ethics IG. I’m not really sure any of these warrant a “non-interactive” label (thus quotes), they’re criticized because they don’t fit @zagzagal’s (sarcastic) notion of real netrunner: corps scoring behind ICE. There are ways to interact, and yes pretty handy tech cards, you just have to play a different style. And so a lot of skill is being pushed into meta-gaming appropriately and choosing the correct tech slots. That’s definitely inevitable with this large a card pool.
Anyways, I just have observations. It’s sad to see people down on the game. I hope we’ll continue to see battles of interesting counters, tricky lines of play that work around strong cards like Pol Op & Councilman. Recall when CVS & Clot came out, almost immediately people were exploring fringes of the timing windows just because of the interaction between the counter & its counter. That was great and made for interesting, skill-testing game play.