Networking Connections

        It always helps to know who you can count on to cover your back in a fire fight.  This page is dedicated to cards that excel in working well together, and make great combos.  Aside from the obvious color coding, they should be fairly clearly listed for use by any runners or sys-ops finding this page.  This is a font for everyone, so please send me any other ideas you come up with.  Thanks cutter!

Siren (2.1) and New Blood (1.0)

Start building up a subsidiary data fort with 4 or 5 pieces of ice (you don't need to be able to afford them).  Then, install Siren in that fort, and then play New Blood.  Using New Blood, transfer all rezzed ice from the central data forts to protect the Siren fort.  Then, as long as you can afford the bit to keep the Siren running, you have no risk of being run in your central data forts, and already have paid for ice protecting your investment.

 
Shredder Uplink Protocol (1.0) and Core Command: Jettison Ice (1.0) or Security Code WORM Chip (1.0)

 
Install the Shredder as your first action, then take the probably free run through Archives into HQ.  Then, you can play CC:JI and SCWC when the Corp could take it least.  Finally, you can run to where the ICE was dumped from or use another evil prep.  It's great for giving corporations headaches.

 
Rio de Janeiro City Grid (1.0) and Obfuscated Fortress (2.1)

 
This is best installed in a central data fort where you know the runner is going and works optimally with 3 or more pieces of ICE.  The two upgrade cost ten to install together, but then the runner must calculate how much the run will cost, and gamble on the roll of the dice.  If Rio comes up with a 1, especially early in the run, not only has the runner wasted the bits for the ICE he's already passed, he also wastes the bits that would have been used to break the rest of the ICE, and cause him to have to start saving again.  Evil and fun!


Remote Detonator (2.1) and Dashi's Second ID (1.0)
 

First make a run, especially if you can do this in a central data fort.  Then play the ID and the Remote Detonator.  The tags can be free gotten rid of with the last action with the ID, leaving an data fort completely exposed and the Corporation scrambling.  This can be done slightly cheaper with Demolition Run (2.1), but then it is possible the corp will not rez the ICE that aren't even exposed.

 
Tycho Expansion (1.0), Project Consultants (1.0), and ACME Savings and Loan (1.0)
This old and truly evil combo starts after you score your first Tycho Expansion (giving you 4 agenda points).  Then, when you have all three of the above cards in your hand, regardless of your bit pool, you can win the game.  A1: Install TE.  A2: Install and rez ACME (gaining 12 bits and going to 3 agenda points).  A3: Project Consultants on the TE, and score the 4 agenda points for the win.  You never have to pay back the loan from ACME.  This combo led to a whole deck theme known as Psycho Tycho, and is currently illegal in any TRC sanctioned event (because TE is banned).  However, truly open tournaments will still find this hideous theme truly destructive.
Armored Fridge (1.0) and Full Body Conversion (1.0)
For a combined cost of 3 bits, this makes it very expensive for the corp to do meat damage to you.  For the first seven points of meat damage the corp does, besides paying for the damaging card, they must pay a bit through the Full Body Conversion, just to have it stopped by the Armored Fridge.  This makes it very expensive for the corp, especially if extra FBCs, AFs, or Dermatech Body Plating are added.  Additionally, this is all hardware, not subject to MU limits or resource discarding tied to tags.

 
Underworld Mole (2.1) and Closed Accounts (1.0)
Underworld Mole can be played anytime a runner plays a resource, making this useful for decks other than tag and bag, since it destroys that resource and then delivers a tag.  Then Closed Accounts cleans the runner out of bits.  Considering that the third action on such a turn is usually 2 bits to destroy another resource, the runner will be scrapping hard the next turn to get enough money to dump the tag before the corp does more damage.  This usually guarantees a couple turns of lack of harassment (since the runner is rebuilding himself) to safely advance agendas.
Self-Modifying Code (1.0) and Viruses
Most people look at SMC as a good way to get ice breakers that you may need if you don't have them all.  However, it is also a great method to suprise a corporation lat in a run.  You can activate the program before accessing cards in whatever fort you are running.  Use it to get damaging or suprising viruses that put a corp on its heels.  Good suggestions include Gremlins or Scaldran on HQ, Cascade on R&D, and Viral Pipeline for any central datafort run.  This fear effect usually results in the corp skipping actions to get rid of the counters, even if they don't need to, because of the shock.  Great mental tactic.

 
That's all for right now.  Please send me your combos and make this page a wonderful resource.  I will personally add to this page every month!  Yogi, signing off!

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