Gabe Knight 2.0

datadouble 7

Based on Ser Gabriel by CrimsonWraith (http://netrunnerdb.com/en/decklist/2511/ser-gabriel), also seen on Team Covenant as Gabe Knight (https://teamcovenant.com/blog/2014/04/09/v-netrunner-store-championship-2014-tulsa-ok/).

Changes from the original version:

+3 Planned Assault: The only card from H&P that I really wanted to try. 2 might be sufficient, but starting with 3 just in case.

-1 Inside Job: 2 copies are sufficient w/Planned Assault.

-1 Blackmail (only in the TC version): This rarely works for me, I didn't want to keep it even after adding Planned Assault.

-1 Plascrete: I needed one more slot, but I might go back to three after testing Planned Assault.

2 comments
7 May 2014 x3r0h0ur

So viper and inazuma are a thing, what do with just yog?

9 May 2014 datadouble

Viper is definitely annoying, but it is manageable because of the traces. Encountering Viper without breakers is similar to face checking Enigma early game, and later on you can use Knight to break the EtR, Inside Job to skip it if it's on the outside, Shutdown it if HQ is accessible, or just pay for the trace.

Inazuma has the potential to be much more dangerous. Just like RSVP, or even Chum in early game, it all comes down to how much of their trap they have managed to set up so far. Inazuma also costs twice as much to break with Knight compared to Chum/RSVP, and it makes for a terrible target for Emergency Shutdown. Assuming you survive the first encounter, the plan is as above: You can Emergency Shutdown the inside ICE, skip it with Inside Job (it is much more likely to be the outermost ICE), or break it with Knight.

I've wanted to try Passport to get through the 4+ Code Gates on centrals (especially HQ), but I cannot decide if it is worth the deck slot. Most of the time Knight breaks those code gates for about the same cost as Gordian Blade (with the obvious limitations of one ICE per knight, being trashable, etc.), but facing two unrezzed ICE on the same server definitely present some difficult choices.

Meanwhile, I've made the following changes:

-1 Planned Assault: The third one seemed excessive. -1 Same Old Thing: Planned Assault does a similar job. +1 Faerie: Always useful, and it feels like a waste of Special Order. +1 Plascrete Carapace: Need to draw it as quickly as possible.