Hi. I've been teching the Foundry ever since it came out. I've won several tournaments with the Foundry, I've given up with the Foundry, I've taken the Foundry back into my arms. We've had our fights, our ups and downs, but only now, through vigorous teching and theorycrafting, have I come up with a build I'm sure enough about, a build I'm finally ready to give out to you fine folks.
As always, I'll give a Tl;dr for those of you who don't want to read a ton of details and analysis.
Basic concepts, tl; dr:
- Your main strengths as this deck are:
- A stable entirety of efficiently and cogently pushing out strong icing and board states that stay strong throughout the game and will be a pain to keep up with.
- A few selected, super cheap upgrades that will either win you the game or give you an immense edge, as long as you can handle psi games. And if nothing else, work as ways to scare off unwary runners that see a blind upgrade. (Marcus Batty + NEXT Gold is your biggest bread and butter synergy) Your upgrades also become a lot scarier since you have so much recursion to get them back over and over again if needed.
- You usually should be making safe long-term plays up to the point where bluffs don't cost you your momentum. Making a new server with one NEXT ice and an asset is rarely a bad idea as long as you have the credits for it; it's either a surefire way of getting credits through Adonis Campaign, going wild with Executive Boot Camp, or having another NEXT ice rezzed. (or in some early game situations, getting an Architect proc)
- Remember this entry from the FAQ. It gives you really safe Accelerated Beta Tests, and an immense tempo boost. At it's best, it can secure your board immensely. Also remember not to Executive Boot Camp an ice just before scoring Accelerated Beta Test, because you can proc your The Foundry: Refining the Process only once per turn.
If the Corp uses the ability on The Foundry during the
resolution of an Accelerated Beta Test, what happens?
Each piece of ice is installed and rezzed one at a time. So the
Corp installs the first piece of ice and then uses The Foundry to
search R&D for another copy. This results in shuffling the other
two looked at cards into R&D (they neve actually leave R&D),
preventing them from being installed or trashed.
Here's a breakdown for you:
You score ABT - You look at all three cards - You install and rez one ice - You choose to use the Foundry - Your Foundry ability happens, your deck is shuffled, thus nothing happens to the rest of the cards. You can't install them, and they aren't trashed.
- The main focus of this deck is strong and stable deck mathematics that emanates into strong and long-term effective board states that support key upgrades that raise you from the hell of being forced to otherwise bluff your way into victory against many decks. I've tried a lot of variants where my splash was burned up for tempo and cash, but after many tournaments I came to the decision that even though I could get insane tempo, a good runner having enough money to run at the right moments devastated me far too much.
- There are certain elements of the board state you need to be able to read at all times if possible. Pay special attention to these aspects of the game.
- Firstly, when to proc your foundry ability. Of course most of the time it's either forced, or just necessary to build up your board. But some times, you'll really need to really ponder, do you need the proc. Will it make you unnecessarily float cards in your hand? Will it make an Accelerated Beta Test you are going to score soon unsafer? Will it unnecessarily thin your deck? Can you efficiently install the ice soon enough? Or can it help you draw your last agendas to score, even if you didn't need the ice draw itself? On the other side of things, even if you have to float, usually searching for your small NEXT ice is top priority in terms of your long-term plans. Regardless, you should always be aware of how many ice you still have in your deck and generally how many cards you still have in your deck, to maintain the stability of your Accelerated Beta Tests.
- Secondly, when to install your upgrades. Due to having a lot of recursion, you'll be able to spam your upgrades even early and mid game without losing a lot of late game potential, but at the same time if you aren't careful you'll end up having stuff trashed or wasted unnecessarily.
- Thirdly, how to balance your icing. A common mistake people can make is overcommitting too much (which results in unnecessarily spending too much credits on installing), not knowing what central to protect (getting rekt by a well placed run event et cetera), or not realizing how to bait the runner getting more NEXT ice rezzed. Some times, you might want to leave a single ice in front of a central to get the runner to run, saving you both cash and giving you edge for your NEXT suite, both by their innate and your Foundry proc.
- As an extra thing to think about, you can really do some gamechanging plays with Project Vitruvius counters. Be creative, and witness the power of Peak Efficiency as well.
- Take the time to keep your board state safe, you shouldn't be pushing out agendas all the time! You should usually use your main scoring server for your Adonis Campaign.
Explaining card and splash choices:
- I chose The Foundry: Refining the Process as my identity because it brings a lot of safety, speed and stability to my NEXT based board setup, gives us the safest Accelerated Beta Tests out there, and enables some really synergy rich plays such as going wild with with Executive Boot Camp.
- The NAPD Contracts are there to tax and slow the runner more. That four credits can mean a lot.
- I took a one-off of Caprice Nisei because (even though I feel like she could fit almost any deck) she brings a lot of extra kick for the influence and card slot, especially given we have a lot of recursion. I tried various builds, spending my leftover influence for cards like Wormhole, Pop-up Window and Sweeps Week, but in the end noticed that I literally get the most stable bang for my buck out of Caprice. It works whenever I draw it. I don't have to wait to try to get semi-expensive conditional benefits out of it. If I had the influence, I'd run more of it, but Marcus Batty is even more important, due to it being a strong multi-use winning condition for me.
- I took one Mandatory Upgrades because I had one open agenda slot, didn't want to shift my deck math for the worse with a 5/3 or two 3/1s (making it easier for the runner to win) and saw some good use in it. Since this deck is able to force agenda scoring with your upgrades or a good Accelerated Beta Test, I decided to include this one-off
Mandatory Upgrades to give me some new outs for winning. I've tested a lot of different agendas for this last slot, up from fragments to Gila, but ended up with this.
- Biotic Labor is there as a finishing touch to resolve some tougher endgame situations. I doubt I have to explain its inclusion any more.
- Against both rush and control matchups, you need to keep slower pace and pay special attention to setting up your board as safely as possible, to minimize your losses from getting hit hard and remove risks of having a too slow recovery time after being hit too hard. If your ice is trashed, Interns is your best friend.
- In tempo and midrange matchups, try to get your opponent off their feet by doing a lot of plays that reaction and cost the runner momentum in some form. Against the best players, this is usually achieved with your upgrades and aggressively pushing out assents behind ice.
- Against the combo and turtle runners, don't forget that most of them can still make some reactive runs, so don't pop a wheelie with your agenda installs. Your role will most likely be that of a wannabe tempo deck.
Tips for beginners:
- Your main focus should be learning how to keep your board state safe and efficient, and calculating your decks mathematics a few turns ahead, especially if holding a Peak Efficiency, your ultimate recovery tool after your early game. I've seen people lending my decks do weird over-, and undercommitting, to centrals, causing them to either slow their game pace down by a lot or losing to being barraged on an aspect of the board they've ignored.
- Remember that Ichi is a ghetto Gold for Marcus Batty. That could be of use.
- Until you learn this deck inside out and can analyze your hands by more than a few thumb rules, you should prioritize having the following in a good starting hand:
Avoid too many agendas in your starting hand.
All in all, I hope you like this deck! I've put an immense amount of effort into the Foundry, and it has really paid off, at least in terms of the number of Netrunner playmats I own . :D I really love teching identities I enjoy to create new competitive builds, it's probably the biggest joy I get out of Netrunner. Anything I forgot to add in these notes? Drop a comment below! I'd love to hear feedback and ideas. Thanks for reading. :)