Since WLA released I have made some changes and started testing the deck on OCTGN. So far, I'm pretty happy with the results. Here is the updated list.
Noise (45) 13 Inf
Deja Vu (2)
Sure Gamble (3)
Modded (3) 6 Inf
Easy Mark (3) 3 Inf
I ended up dropping Stimhack altogether, it's really only a late game card and most of the time I ended up with one or two sitting in my hand most of the game. They make good damage fodder but I'd rather have something useful for most of the game. Other than that, the events stayed the same. Sure Gamble, Easy Mark, and Modded help your low level economy. Anarch runs light and it works. Modded becomes even better now by making Morning Star a bit easy to get out at 5 credits instead of 8.
Morning Star (2)
The programs changed the most. Imp is freaking amazing for Anarch. Being able to trash anything from R&D or HQ can really ruin a corps plans. It truely is something wicked. Once he has done his thing, he becomes great feed for the Aesop's credit engine. Djinn helps put out more viruses now that Morning Star is hogging 2 MU. Being able to pull viruses out of the deck is helpful too. I dropped the breakers down to 2 each because at 3 they would sometimes pile up in hand. They usually aren't needed until more of the mid game anyway. The Anarch breakers seem to tear Jinteki a new one especially. They are perfectly matched to the strength of their ICE for the most part and end up paying very little to get through them. So while Jinteki tries to play the mind game in remote servers you are running wild in their central ones. Morning Star is amazing and can smash any barrier wit a little help from viruses or ICE Carver and for one 1 credit. Once you use it several times, it more than makes up for the initial cost.
I added in the Cyberfeeders because they can let you break ICE for free with the 1 credit abilities Mimic and Morning Star have. They can also let you install viruses for less or free and net more credits from Aesop. Also, you can sell them off to Aesop for a profit if needed. Depending on the meta, you can sub in Rabbit Holes or Plascrete Carapace. Right now I haven't seen the need for either.
Ice Carver (2)
Armitage Codebusting (2)
Aesop's Pawnshop (2) 4 Inf
This is my standard resource build for Anarch. Wyldside is a beast at deck accelerating which Anarch wants. They have plenty of cheap cost cards and you want to get them quick. Aesop's is a credit machine in this deck. Being able to sell of useless items for a profit is never a bad thing. Doing it as a free action is even better.