Been looking at Netrunner cards since the most wanted list came out.
Periods of time with unsettled metas are the best. So many opportunities are open and deck possibilities are available.
This is the time to be creative. (And this is why the most wanted list is good imo, it allows deckbuilding all over again.
There are quite a lot of new options available. Sadly, everything I wanted to make costs too much influence, even before accounting for the lost influence due to the MWL.
So far the cards that jump out to me most as 'fun to try to build a deck for' are:
1) Wasteland. I love the potential of this card so much. The potential reward for ekeing out every last ounce of efficiency from this card by trashing stuff on the corp's turn. (Too bad clone chip costs more influence now, and this also costs 2 influence, and makes it so hard to fit things in). I love how there are a plethora of drip economy cards that cost $2 (or more), require you to jump through some hoop to make work, and provide $1 on each of your turns. But wasteland has the potential to give $2 instead, and that makes it special.
Apex's restriction on using only virtual resources which basically says "The character that most wants to use Aesop's cannot" pretty much makes him unplayable imo, but we can still try to fit his cards into Aesop's decks in other factions.
Sadly I havent even come close to making a list that uses this and fits into the new influence constraints.
Wasteland is SO cool. it might just be my favorite netrunenr card ever.
2) Haylee: Like wasteland, the temptation of trying to activate Haylee's ability every turn (corp and yours) is too strong! Again, I'm mostly running into influence problems. I tried so hard to make Wasteland Haylee. If only she had 30 influence.
To Workshop or not to workshop with her? I dont know.
3) Geist: Its like Andromeda, except you get your +4 cards later on (which is bad), but if you use enough trash abilities you can increase that amount.
4) Faust: I'm pretty sure Faust is just completely broken. I'm sure there are lots of tourney lists already with it, though I have mostly been trying to build stuff from scratch, not looking yet at netdecks. If you are going to have to pay some influence to get good breakers anyway, might as well pay 2 influence for Faust and just break most ice with him. Use whatever in faction breakers are actually strong in your faction to reduce the need for card discards. Then use LARLA and heavy amounts of draw to keep going.
Faust even makes me want to try again to break some old combo cards that never managed to get broken, like Replicator. Install hardware, get two free copies you dont need, use them to Faust?
I'm pretty sure this deck will end up being like 80 cards after putting in everything I want in there, and then will be impossible to actually cut down to a real deck size.
5) Anarch. Anarch is really strong right now. After not being able to play them competitively for a while when I last played, its nice to see them get their chance. There just seem to be so many good things you can do in Anarch right now.
1) Titan Transnational: Wow, this makes Atlas good. If Atlas can always give you a counter, you can build a deck with hybrid kill/rush potential. Of course you can tutor for your SEA/Scorch plan, but since that will usually get countered by Plascretes or whatever, you also have the plan of getting a SanSan and scoring Atlases on it, and each Atlas can tutor up the next one.
I hear that Weyland is the worst corp right now. On the other hand, the wanted list seems very good for them (hits NBN and HB much worse, also nerfs Lady which wrecked many Weyland barriers). So maybe they are ripe for a comeback now.
2) Gagarin deep space. Torment the runner with remotes, make your asset economy stick around, and get to play remotes without them being wrecked by things like Security Testing (not that anyone plays criminal though, right?).
3) NBN agenda bait deck. Play lots of cards that punish the runner for accessing an agenda (or agendas that punish for access, like Casting Call, Franchise City, Award Bait, etc. Then try to get the runner to access an agenda without being able to steal it with Red Herrings, etc. I'm sure this isnt actually that awesome and there are better strategies available now, but it sure sounds fun.
4) Recruiting Trip. ALL of the sysops! Again I'm sure this is terrible and costs too much influence, but it seems fun.
5) Lots of new ice that do something other than end the run which provides actual value, and don't seem horribly overcosted. Especially Archangel, ice being a trap when accessed is amazing!
Finally a couple more thoughts on the MWI:
With Clone chip costing more influence, even in shaper, hopefully it will actually get played less (instead of everyone sucking it up and still playing all the clone chips and just cutting other influence). This could make program trash more relevant again. Some of the most fun games of netrunner are when a critical rig piece gets trashed, and you have to rely on strange backup plans or desperation attempt runs somewhere else because you just cant get in somewhere. Its fun when the runner's rig gets partially wrecked!
I really like the MWI idea overall. It shakes up the meta allowing new deckbuilding, and allows it to be shaken up agian in the future any time something becomes a problem. However, it does have the result of placing a significant strain on influence costs during deckbuilding, across the board, and feeling like you dont have enough influence to build things you want to build is not fun. Its fun to get playable IDs with 17 influence and be able to splash a little bit more, and this feels the opposite. But overall I like it a lot. (Also why isnt Caprice Nisei on the list? Why? And Faust, but I thin he isnt on it because he is new).