Showing posts with label tcg. Show all posts
Showing posts with label tcg. Show all posts

Saturday, April 18, 2026

Neuroscape Deck Design Part I: Unboxing and Deepnet Hacker Deck

 

I took the plunge. I bought a box of Neuroscape, Genesis set. 

I have not been disappointed.

Neuroscape is a head-to-head cyberpunk themed competitive trading card game that was recently released and initially kickstarted by 1,891 backers.  I am a non-backer recent convert, and I reviewed playing the sample starter decks about a week ago

Back to the box. By the numbers, in a box of Neuroscape Genesis boosters packs you get 24 booster packs at 16 cards per pack. And you get one bonus promo card in the box as well. In summary you get 385 cards per box. 

So, what’s in a booster pack? As printed on the side, a booster pack includes: 9-10 common cards, 3-6 uncommons, and 1-3 cards of rare or higher rarity.  The approximate rates of the higher rarities are 1 in 4 packs will have a Quantum Rare, 1 in 342 will have an Art Rare, and 1 in 1526 packs will have a Serialized card.  In addition, you may get a foil version of a card. I do not know the rarity frequency of foil cards.  Also, you may get basic RAM, but very rarely.  In my box I pulled a total of 6 cards of basic RAM, one of which was a foil.   


In order to play a game of Neuroscape you need exactly 25 basic RAM per RAM deck, so to resolve this issue I bought a deck of 100 basic RAM for around $10.  That fulfills the need of RAM for 4 separate decks of Neuroscape.  Which is convenient, because after opening my box and analyzing my cards, I found that I could construct four 50 card decks that have enough synergy to be playable with plenty of cards left over.  I think at least. I’m still learning the systems here. 

Another thing to note, the left-over basic RAM box is the perfect size to carry a 50 card deck, covered in Dragon Shield matte card sleeves, plus 50 RAM cards not covered in sleeves with some room to spare. 

My main concern with buying a box of booster packs (which was available) over premade decks (which were unavailable at the time of my purchase) was the frequence and amount of Mainframe cards in a booster box.  A Mainframe card represents your cyberdeck and is necessary to play a Neuroscape game.  It also sets up at least two synergies with the cards in your deck.   In the Genesis set, there are 20 distinct Mainframe cards of rarities common, uncommon and rare.  To date there are no Quantum Rare Mainframes. 

I should not have worried. There are 12 common Mainframes. In one box, though everyone’s milage will vary, I pulled 17 Mainframe cards, at least one Mainframe from all rarities; and 7 of the Mainframe cards I acquired were duplicates.  Some of the Mainframes were foil cards and are very pleasant to look at.  I did not acquire all Mainframes in the core set, but that is to be expected. I did get both rare Mainframes, Hive Dynamics and Wndrtech, lucky enough though. 


That’s neat and all, but where can you peruse the spectrum of Neuroscape cards and see for yourself?  I have found that the website NeuroDB is your answer. In fact, since I don’t have access to the prebuilt decks available for Neuroscape, I found the website’s deck database to be invaluable to see what the card distribution is for those starter decks. In addition to being able to make your own decks and share a virtual catalogue of your card collection, NeuroDB lets you look at a Meta Overview of what cards users that are making decks are using and at what frequency.  Now at the time of this writing, the Meta Overview is a new feature and was temporarily unavailable, but I had accessed it in the previous day.   I found the website very useful for theorycrafting, looking up potential card synergies and for hosting the two decks I recently constructed with my collection, which I will discuss a bit below. 


Here are some more observations on the cards I pulled from my box. After buying one box I found myself wanting more uncommons to fill out the decks I was attempting to make.  For example, I wanted to put together a Wonderland heavy faction deck with the Wndrtech Mainframe, but I didn’t draw any of the Wonderland uncommons White Knight or Red Knight that would have been useful for that type of deck. 

I also noticed that the non-faction utility cards were relatively rare.  By non-faction utility cards, I mean cards like Antivirus, Short Circuit, Terminate and Delete that have no faction and are useful counters in any deck one makes. Even though those cards mentioned are common, I only drew less than 20 of these types of cards total, which is a small amount relative to the other factions in the box. 


I am going to make a correction on a statement I made in my previous blogpost on Neuroscape. I said deck design is not limited by class restrictions. I am clarifying that statement now that I am more educated in the rules.  Some cards are dependent on other cards being in play in order to use them.  In the rules this is called a Synergy Requirement. For example, if I wanted to play the program script (Tarot) The Fool card, I would need a card from the Mystic faction in play to do so.  Now this doesn’t mean that only Mystic faction cards can be in a Mystic faction deck or with a Mystic faction Mainframe.  In fact, in one of the decks I designed below I added Dustrunner faction cards to a Hacker centric deck with a Hacker Mainframe. Now I don’t know if that deck design strategy will work too well; but I could do it, so we will see what happens when I playtest it. 

At any rate, I decided to construct two 50 cards decks with the cards I obtained from my single box. The first deck is a Hacker focused deck that I made to model the playstyle of the Hacker starter deck I played initially against Leo as I reported in my previous Neuroscape blog post.  In short, this deck focuses on playing Viruses and Trojans on my opponent’s Mainframe that do direct damage to his Mainframe Health (blue health).  This deck is also an experiment in that it only has 4 rare cards, and the rest are uncommons and commons. I am testing the viability of playing a “budget rarity deck”.  The second deck is a Cybernetic and Corpo deck where I slammed together my strongest cards of each of the factions without regard to rarity limitations and I focused on dealing out damage to the opposition’s Bioframe Health (red health).


Deepnet Mainframe Hacker Deck


The first starter deck I played with was the Hacker starter deck with the Firestarter Mainframe.  This deck revolved around placing Trojans and such as Power Spike and Memory Leak as well as Viruses like System Error on the opposing Mainframe to do Mainframe Damage to the opponent. This direct damage to the opponent was supported by the Firestarter Mainframe’s synergy, the Script Programs Overload MK. I and Overload MK. II along with other cards in the deck. 

I wanted to see if I could replicate this theme of direct Mainframe damage and Trojans/Viruses while improving upon its design. So, I chose the Mainframe Deepnet (a common card) as the center of this deck.  The first synergy of Deepnet requires two Hacker cards, then upon playing a protocol, Deepnet will deal two Mainframe damage to target player.  So far so good. Now I just needed protocol cards.  So, I then added all the Trojans and Viruses I obtained from my box to my deck.  This consisted of 4 Memory Leaks, 1 Power Spike and one Simulated Solace.  Trojans and Viruses are protocols. 


The Memory Leak Trojan will only do damage to the opponent, if the opponent’s RAM is running or committed.  So, a canny opponent will just not run all of his RAM when a Trojan shows up face down connected to his Mainframe.  To solve this problem, I turned to the Dust Runner faction.  The Dust Runner faction has a number of cards that destroy opponent’s RAM.  These include characters like Badlands Marauder and Coyote Raiders and the script EMP Grenade. Also, the Dust Runner faction has the Virus Growing Unrest, which punishes the opponent with one Mainframe Damage per RAM they install.  Together these Dust Runner cards of RAM destruction and punishment for RAM installation should function well with the Memory Leak Trojan strategy.  

The issue is, the 3 EMP Grenade and Growing Unrest cards require a Dust Runner faction card to be in play before they can be played.  I hope the six Dust Runner character cards I’ve added will be drawn frequently enough to play an EMP Grenade or Growing Unrest card when I need them.  I may have to add more Dust Runner cards to change this ratio in my deck in the future. 


Moving on, Hacker cards such as Anima Proxy and Black Hat, of which I only have one of each, also support this Trojan and Virus deck strategy.  Anima Proxy can be used to damage a player for each program attached to their Mainframe.  Trojans and Virus programs fit that criteria, so Anima Proxy is a damage amplifier.  Black Hat can put Corruption tokens on an opposing Mainframe, and the opponent takes Mainframe damage equal to the number of Corruption tokens every Netcheck.  This is useful because, not only does it do the damage I want to the opponent; if the opponent plays the big counter to my Trojan focused strategy, the Antivirus card, they will have to choose between destroying one of my hidden protocols (Trojans) attached to their Mainframe or the Corruption tokens that are damaging them every turn. 

To get through my cyberdeck quickly and obtain the cards I need, I included 3 Phantom OS characters. I can activate and purge the Phantom OS cards to look through my deck for Virus or Trojans.  Also, I included 2 Hyperclock scripts.  Hyperclock is a rare card that is the exception to the rule that this deck consists of common and uncommon cards.  This 1 RAM cost card (very cheap) allows me to temporarily install more RAM for a health penalty so I can speed up the pace of using cards from my deck. I wanted to see how Hyperclock functioned in play and determine if they were too deleterious or not to my deck’s focus, so I included them as a test.   


Lastly, I included cards that buff Hacker character’s Mainframe damage like Tagger and Binary Blast.  This in general is a good strategy since I’m using a lot of small damage (1/1) Hacker characters in my deck and I will likely need to enhance their capability to make them competent attackers or blockers. 

So now my strategy is laid out, what are the possible problems that could come up with the Deepnet deck? I have already mentioned that I may not be running enough Dust Runner faction cards to justify running Dust Runner dependent cards (EMP Grenade, etc.).  In addition, this deck needs more Trojans like Power Spike and Viruses like Simulated Solace, but I just don’t own more, so that is not a problem I can finesse with more deck design.   The other issue is that I only included 18 character cards out of a 50 card deck.  Most of the starting decks have 25 character cards and 25 other cards in their cyberdeck.  Am I too light on character cards? I don’t know. I know that having the option to draw two cards from my cyberdeck per turn may alleviate this issue, but I need to test it.  Which is one of many reasons I’m playing with this Deepnet deck at Brookhurst Hobbies soon. 

Tuesday, April 7, 2026

Neuroscape, After Action Report and Review



So, how much time do you have to devote to entertainment?  Seriously, sit with that question for a moment. What if I told you there was a competitive card game with minimal setup, engaging gameplay, interesting tactical decisions, card synergies, and you could get a game done in 10 minutes, 25 if you are learning the game?

It exists. I’ve played it. It’s good. It is called Neuroscape and it is a cyberpunk themed trading card game where decks revolve around card synergies, but do not limit you with arbitrary blockers like color requirements or class restrictions for deck design. This means you can use pretty much any card in your collection to make a deck. The reason why is that every card is fueled by RAM, which is a resource you can accumulate and, in some cases, must devote continually to certain cards in order to play them.

Let’s get into the two games I played with the intro decks at my Friendly Local Game Store, Brookhurst Hobbies, with the excellent advocate for Neuroscape, Leo.

I was playing the Hackers deck (control) while my opponent was playing Cybernetic deck focused on cyberpsychosis (very aggressive). More on that last word later.

In Neuroscape gameplay there are two unique elements of the system that are immediately apparent.  The first is that there are two forms of life points: 20 Mainframe Health and 20 Bioframe Health.  These represent the health of your neural computer or physical body, respectively. If either of these health pools reach zero, you have lost the game.

The Hackers deck I was playing focused on doing Mainframe damage, while my opponent’s deck was pure Bioframe damage execution.  To distinguish them in game, I just thought of them as “digital damage” and “meat damage.”

The other unique element of Neuroscape gameplay is the use of the Mainframe card.  Your Mainframe card is sort of your neural computer and the center of your deck. You only get to use one Mainframe card in a deck.  I mentioned that Neuroscape is foundationally built on card synergies.  Your Mainframe card gives your deck potentially two synergies.  For example, with the Mainframe card Synthetix if you have two Cybernetic Characters, all Characters you control get +1/+1 for each cyberware attached to them. That is the first synergy.  You don’t have to commit any RAM for that particular ability; it just happens.

So, the Mainframe cards function as a force multiplier and increase the pace of the game.  This adds to the tension of play and makes every decision count, because you are not spending a lot of your time slowly building up your forces to eventually make a strike. 

Speaking of strikes, when you put a Character card into play from your hand you may use it immediately to attack or carry out an action if you have the RAM to run to do so.  “Running RAM” is basically the equivalent of tapping lands (in this case RAM) in that venerable five color fantasy card game that we all know and love.      

To add to the pacing discussion, every turn (with the exception of the first turn of the player that goes first) each player may decide to draw 2 RAM cards, 2 cards from their deck, or one RAM card and one card from their deck.  Again, this accelerates the speed of gameplay as a player almost always has a card they can play from their hand or the resources to do so.     

So how did it play?

To summarize, the gameplay was fast, brutal and tactical.  Since I was playing the Hackers control deck, my strategy was to load up my opponent’s Mainframe card with Viruses or Trojan programs.  My Characters on the field had utility abilities, were sometimes offensive like the awesome Digital Spectre that could be unblockable and dealt more damage to a player if it successfully attacked, or were speedbumps to prevent the opponent’s Characters from damaging me.

This begs the question however, what are Trojans and Viruses and how do they play?  Trojans and Viruses are essentially “enchantments” that occupy a slot next to or above the opponent’s Mainframe.  Not only does this take away a Mainframe slot from the opponent, they also function as Trap cards in Yu-Gi-Oh.  Virus cards are played face up, but Trojans are played face down so there is an element of bluffing and known unknowns with Trojans.

Specifically, in my Hackers control deck, the Trojans I deployed were cards that could damage my opponent in digital damage for each attacker he declared or annihilate all of his attackers outright.  However, victory was not certain, because my opponent had counters, including a card that could destroy one of my Trojans/Viruses for a certain amount of RAM.

In my first game that is exactly what happened.  I heavily invested in Trojans that would damage my opponent when they attacked and then committed the remainder of my RAM to deploying Characters that would block the opposing attackers. 

Now my opponent had an aggressive Cybernetics focused deck.  He could summon strong Cybernetics Characters that would attack me for meat damage exclusively, had equipment to buff their damage, and had cards that make the Cybernetic Characters even stronger…if he took a chance with Cyberpsychosis. Cyberpsychosis is a risk/reward mechanic. If your attacking Character has a Cyberpsychosis rating, then when attacking there is a chance that your attack fails and you hit yourself instead for your Character’s damage value. To determine if your Character fails an attack and hits you instead, you would have to roll lower than the Cyberpsychosis rating on a d20.  Roll higher than your Cyberpsychosis rating and you successfully attack with your cybered up Cyberpsychosis Character.

The d20 is provided with a basic deck as a marker for Mainframe and Bioframe hit points. It is a really nice die; sharper edged than the plastic ones you normally get from a game store and delightfully denser than normal.

Back to the game. My opponent’s primary Cybernetic Character had a Cyberpsychosis rating of 10. He rolled above 10 several times, crushing the blocking Characters I threw in his way and eventually punching me in the face for 9 damage per attack, ending my existence.  It was an excellent fast match. 

In the second game, I found my footing. The game evolved similarly to the previous one, in that my opponent was building up Cybernetic Characters with Cyberpsychosis, but this time I focused equally on my Characters and Trojans. I played the Singularity Character, which destroyed all of my RAM, but allowed me to play two cards of any value from my hand per turn. I began loading up Trojans on my opponent’s Mainframe again, zapped him a couple times with a Digital Spectre and was hit once in meatspace for damage that brought me down to two Bioframe hit points.  In my opponent’s next turn, he was down to three Mainframe hit points and proceeded to attack me again. However, I revealed that I placed a Trojan that would deal three digital damage to him when he committed an attacker.  That Trojan fired before the Cyberpsycho’s attack could complete, and I won the second game.

First Impressions

Overall, playing the introductory Hackers deck designed for control, gave me a refreshing memory of playing Blue control decks early on in the Revised set for Magic: the Gathering.  More importantly, the experience of playing the game was fun. I can’t stop thinking about it a day later and I want to buy my own cards and play again.  The only thing stopping me is that … well Neuroscape is all sold out where I am, so I have to wait until next week!

In other thoughts, the artwork on the cards is gorgeous. I’ve noticed the occasional nod to foundational cyberpunk media like the Matrix, Edgerunners, and real-world penetration testing techniques.   I’ve mentioned the twenty-sided dice you get in the core sets before, but their quality bears mentioning again.  Everything I saw of Neuroscape’s presentation struck me as designed towards quality.  I’m looking forward to buying my decks. 

I was also impressed by the design of asymmetric themes. Control vs Aggressive were both on display in the introductory decks.  If I had the cards from both decks, I could incorporate both themes into my deck. Choosing the right Mainframe would just help my synergy and focus my play style.

I am also happy with the light bluffing aspect that slotting Trojans (facedown) onto a Mainframe creates. This forces the opponent to deal with a few questions. Which Trojans are you going to destroy, opponent? Are you going to devote your precious RAM to cleaning your Mainframe or use the RAM for something else more aggressive this turn?

On point for a cyberpunk themed tcg, Neuroscape has an app for iOS and Android.  They include access to a Lifepoint counter for both Mainframe and Bioframe  points, the free Rulebook pdf, Learn to Play resources like a Quick Start and Tutorial video, and social media links.

In this writeup, I may have made some mistakes with the specific terminology of Neuroscape’s rules or the mechanics, but I hope my enthusiasm for the game and its exciting designs are clear.

Outstanding Questions

Granted I’m excited, but I did only play two games of Neuroscape with introductory decks. Further questions need to be addressed. What about deck building? How does that feel? What about the mechanics of Instability when you have less RAM than you require for the Characters you have on the field?  That’s a mechanic we didn’t even get into in the example of play.  What about the Dustrunner cards that eat opponent’s RAM? How does that work?

I can only address the question about deck building now because I was able to talk with Leo who has been building decks as soon as he got the cards.  I think you can include any of the cards in the set in your deck (remember, just one Mainframe though).  However, your deck won’t be optimized unless you start building around card synergies.  The Mainframe you choose offers some synergies, but other cards offer opportunities as well.  And then some cards break the system.  Remember The Singularity that I played in my second game? If I relied on synergies with The Singularity then I would lean towards stacking my deck with high RAM cost cards, because The Singularity would allow me to deploy two cards of any RAM cost per turn.

In closing, I had a lot of fun playing Neuroscape. Frankly more fun than I have playing tcgs in years.  It is designed to be fast, brutal and have your decisions matter.  There are still some questions I have in terms of the design space of making decks, but I’ll explore that when I get my cards and start dreaming up my own combinations.

Neuroscape. It got it’s hooks into me.


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