Fast Advance is one of my favorite Corporation deck archetypes in Android: Netrunner, right next to Tag n’ Bag, program destruction, and frying the runner’s brain.
This all may point to the fact that I am a terrible person.
As such (and as it is the Corp archetype I am most familiar with at the moment), I figure I might as well talk a little bit about Fast Advance.
What is fast advance?
Fast Advance is pretty much what it says on the tin: a deck focused on quickly advancing agendas. Ideally, a Fast Advance deck will be able to deny the Runner access to agendas anywhere except in their HQ or R&D as, whenever they play one, they’ll immediately advance and score it, using any number of tricks at their disposal (SanSan, Biotic Labor, AstroScript, Pyschographics, Trick of Light, etc) to make that possible.
Although this may sound a bit counter-intuitive, Fast Advance is not about winning the game super quickly! It is about creating a situation in which you can complete individual agendas fast enough that the runner has to rely on HQ and R&D runs to get at your agendas. In other words, it is more of a combo deck, taking time to set-up and then execute its gameplan with minimal opportunity for runner interference.
Who is the best corp for fast advances?
NBN. Straight up, NBN. AstroScript Pilot Program is an incredibly powerful card. It is one of the best agendas in the game and I think more then enough reason to not consider building a Fast Advance deck outside of NBN.
Not only is it a 3 Advance/2 Point Agenda (the perfect ratio for this deck, as it can be played and scored in the same turn with only 1 aide) but it enables future fast advancements for free as well.
While it isn’t impossible to do fast advance in other corporations (any Corporation with some 3/2 Agenda options is going to have a chance), I really think AstroScript is such a powerful option in the deck that, until the other Corporations get access to something similarly powerful, it just isn’t really worth trying outside of NBN at the moment.
What should a fast advance deck have in it?
A Fast Advance deck needs three main things:
1. A method of fast advancing. If the deck can’t advance agendas quickly, then you really aren’t running Fast Advance, are you?
2. Strong ICE that will keep the runner out of your HQ, R&D, and a single remote server. I have seen some people favor more delaying ICE over hard stopping ICE, but I feel the ability to score agendas outside of fast advance situations, as well as the ability to really bring the runner to a screeching halt, is critical .
3. Income generation. Fast Advance is not cheap, no matter how you run it.
What are you running, Mr. Rogue?
Prior to Trace Amount…
Deck Created with CardGameDB.com Android: Netrunner Deck Builder
NBN: Making News (Core)
Total Cards: (49)
AstroScript Pilot Program (Core #81) x3
Breaking News (Core #82) x3
Private Security Force (Core #107) x3
Restructured Datapool (What Lies Ahead #16) x2
Melange Mining Corp (Core #108) x3
Tollbooth (Core #90) x3
Data Raven (Core #88) x3
Wall of Static (Core #113) x3
Enigma (Core #111) x3
TMI (What Lies Ahead #17) x3
Archer (Core #101) x2
Rototurret (Core #64) x3
Draco (What Lies Ahead #20) x2
Closed Accounts (Core #84) x3
Hedge Fund (Core #110) x3
Biotic Labor (Core #59) x2
SanSan City Grid (Core #92) x2
Red Herrings (Core #91) x3
Total Agenda Points: 21
Influence Values Totals -
The Weyland Consortium: 4
How do you play that mess?
Early on you should focus on protecting R&D and HQ (and archives, if necessary). Once you have a little breathing room, expand to a single remote server and attempt to get a melange Mining Corp to stick. If you can, milk it for every single penny you can. If you can’t, keep pulling for credits as long as you can.
You’re going to need that money to rez SanSan and manage Biotic Labors.
From this point forward, you will basically want to take every opportunity you can to score an agenda out of hand. If you see an opportunity, don’t be afraid to drop something and use Red Herrings to protect it so you can score it normally. If you can score an AstroScript or something similar without needing to use an AstroScript counter or a Biotic Labor? You’re in a very good position.
SanSan is expensive enough to trash, especially with ICE in front of it, that you can play it fairly early and save it for later. Even if it gets trashed, so long as it wasn’t the result of Imp or something similar, you’ll be a few credits up, which might give you some room to safely play an agenda.
AstroScript’s should be your largest priority and should be scored the instant an opportunity presents itself. As I said earlier, a scored AstroScript is huge and can easily lead to another, then another…
Archer is a new addition to the deck, but one I’m relatively fond of. Breaking News is an obvious use for it, but, if you can manage it, the effect is strong enough to justify feeding almost any agenda to it. If you see a good chance, take it. An unexpected Archer can be crippling and either buy you a lot of time or even end the game as Runner.