Double Time: In Depth

singularity

Singularity
Meta dependant card, if remotes with a number of upgrades and ambushes get played it might see play but costing 4 credits and two actions will probably prevent it. – William: 1/3

At first I thought this was the answer to Caprice Nisei, but no. Great combo with Noise and Keyhole, but hard to pull off. Certainly helps with traps and other upgrades. Expensive though. – Glen: 2/3

Singularity single-handedly undermines my current favourite strategy in Netrunner – upgrading remotes for the win. But the cost is high – 2 actions and 4 creds – for something that may or may not include an agenda. This kind of card deserves some play, but at 3 influence, it’s a one-of outside of Anarch, and even then I wouldn’t hold onto it – I’d use Same Old Thing to play it from archives when necessary. – Dave: 1/3

 

queens-gambitQueen’s Gambit
Very interesting high risk/reward card. Any economy card that requires 0 credits to use for an immediate effect should be considered. Knowing the meta will go a long way to determining how playable this card will be. Currently the game feels too fast and against NBN (Astroscript) its almost unplayable. – William: 1/3

Really risky unless you have already exposed the card. My Trick of Light thanks you. – Glen: 1/3

A decent money card for Anarchs, or anybody with a hankering for some burst economy, Queen’s Gambit can bring the runner back from a Closed Accounts or lowly bank sum in just 2 clicks. Even Armitage Codebusting can’t do that. Unfortunately, it could be problematic to play – not everyone builds remote servers. But I bet its design intent was to be played with Singularity. No need to access that card – just trash it! – Dave: 2/3

 

dyson-fractal-generatorDyson Fractal Generator
Maybe once we get a stealth barrier breaker. – William: 2/3

I assume this will be more useful in the future when a stealth Fracter is released. – Glen: 2/3

This Dyson isn’t a neutral, costs way less and does way less. There’s something coming down the pike to vie for your attention besides Corroder; and if Dagger for Shaper is any indication, it’s gonna take on the big barriers that are slowly appearing. But for now, meh. Passive economy is handled just as well with Underworld Contact and Compromised Employee which you can spend on anything you want. Very cool artwork Gong Studios. – Dave: 1/3

 

silencerSilencer
It’ll do some work alongside Dagger and will see play in criminal decks to protect their Corrodor and Data Suckers from Power Shutdown. – William: 2/3

A little better than Dyson Fractal Generator as Dagger is already released. Unfortunately, this is a lot of splash to move into a Shaper deck. Moving dagger into Criminal is less costly, but also less needed. Criminal already has great killers. – Glen: 2/3

Love this card because it’s just what Shaper needs. Each runner faction has a tough time with a certain breaker, and for Shaper that’s sentries. I would happily splash Silencer to fuel my Dagger killer. And it’s hardware – MU upgrades to run Cloak were just not worth it and made the program almost unplayable. Full Shaper rigs just got better. – Dave: 3/3

 

savoirfaireSavoir-faire
Saves clicks and giving up information in exchange for a couple credits and the memory slot. Would be very useful in Anarch with all their Virus and Caissa programs but the influence will limit that.- William: 1/3

I’m sure many people with give this a 3, and I can be convinced, but I’m not yet. Not nearly as good as Self-Modifying Code as the program has to come from your grip. – Glen: 2/3

French for savoury fairy. (Know how, and French is easy to translate.) I like it for it’s quick install ability – once it’s on the table, you can install once during your turn and the corp’s turn, saving you precious actions. Finally, a click four Special Order makes sense. Overwrite it guilt-free once the game enters phase 2. Great utility with cheapass setup programs like Datasucker, Self-Modifying Code, Parasite and the Caissas. I wouldn’t use more than one outside of Criminal – but hey, aren’t we all going to be playing Criminal in a couple of months? – Dave: 2/3

 

fall-guyFall Guy
Saves your important resources such as Kati Jones from getting trashed and its never a dead card with being able to be trashed for two credits at almost any time. – William: 2/3

This card would get a 3 with just the first ability. I think people are overlooking the value of the second. So many uses for 2 credits mid run like breaking surprise subroutines, stealing agendas like NAPD Contract, Fetal AI or those protected by Red Herrings, or trashing something really important. Can also be used on the corp’s turn is he is trying to SEA source or Midseason Replacements you. AND it’s a connection! – Glen: 3/3

What’s not to like? There’s only 40 other freakin’ Resource cards available to protect. But if the corp wants a specific one, he’s likely going to get it leaving enough actions to trash Fall Guy and Kati Jones – but he’ll have to plan now. Trash it for 2 creds when you need some emergency cash (NAPD Contract). – Dave: 2/3

 

power-napPower Nap
If Starlight Crusade Funding becomes a deck this will most likely be in it along side Lucky Find. – William: 1/3

Not enough good Double Events yet, especially in Shaper. Could become powerful in the future. – Glen: 1/3

Shaper has the least number of double events, (there are 13 overall) so Power Nap doesn’t make much sense right now; and I’m not going to use influence on this card. – Dave: 1/3

 

paintbrushPaintbrush
Solid Shaper card that will see play in many decks, Shaper will be able to get more early and mid game runs even without a full breaker suite. In particular Kit decks it works well with her ability and they tend to have the extra memory. – William: 3/3

As soon as I saw this card I thought about Kit plus Cyber-Cypher/Torch. Perfect card except that it uses 2 memory and 4 influence. But these are required or it’s broken. – Glen: 3/3

Wow – just wow! I’m a big fan of Paintbrush because I love the opportunities it presents – first thought: Morning-Star-asaurus – paying 1 credit per ICE (Str:7!) after a click or two of server prep. But hey – you’re playing Kit anyway? Yogasaurus will get you through all strength 5 or less ICE, for 0 creds. At 4 influence, Paintbrush is still worth it in Criminal and Anarch decks. The benefit is only for 1 run though, but if it’s a multiple access run, it’ll be totally worth it. – Dave: 3/3

 

lucky-findLucky Find
Another strong economy card and while the two influence hurts, I feel some decks have enough in faction options where they can spare enough for their last few influence if they need economy. – William: 2/3

This is a 3 if it didn’t cost 2 influence. – Glen: 2/3

Love the card. Hate the art. It’s Velma from Scooby Doo, in the 22nd century. (Where they still use paper money?) Otherwise, a good econ card if that’s important enough to you to spend 2 influence – and it often will be. Two clicks for 6 creds is better than 3 clicks for 6 creds with Armitage or Magnum Opus. Will definitely try it out in my Shaper big breaker deck. Jinkies! – Dave: 2/3

 

gyri-labyrinthGyri Labyrinth
Cheap piece of ice that can be a bit painful to face check and helps the corp kill the runner late game. It doesn’t actually do anything until the end of the runners turn and the runner decides which cards to discard will make it sub par most of the time. – William: 2/3

At first this looks like a crappy code gate that Yog.0 crushes. Now pair it with Corporate Troubleshooter in a Weyland Deck and watch the fun. You can now double Scorch to victory even if the runner has a Plascrete in play. Quite useful in HB Brainbuster decks too. – Glen: 3/3

Gyri is hard to assess, but overall I don’t hate it. As a runner, every freakin’ card in my deck is important to me, so I don’t want to toss anything but unnecessary duplicates while I’m playing. Early game, I’m going to really hate this card because I can choose to run through it and suffer the consequences. More importantly though, it’s going to mess with my head – making me think there’s a Scorch or Ronin around every corner ready to end the game. Then it becomes an annoying late game tax. – Dave: 2/3

 

reclamation-orderReclamation Order
Cerebral Imaging decks will most likely put this to use but other decks will stick to Archive Memories. – William: 2/3

Most obvious comparison is Archived Memories. This card can potentially bring 3 cards back for 2 clicks, but how often do you have 3 of the same card in archives. Also you have to reveal them with Reclamation Order. Not great. – Glen: 1/3

First thought – Scorched, right? Second thought – Biotic Labor right? Third? Money. Fourth? Trick of Light. Fifth? Snare. Sixth? Adonis Campaign. Seventh? Reclamation Order – you get the idea. What’s not to like at a cost of 1 credit and 2 clicks? You’re guaranteed to get the important cards you need while playing (even if you don’t need 3.) Reclamation Order can suddenly let you play any 3 cards in rapid succession multiple times. HB is getting some cool stuff. – Dave: 3/3

 

broadcast-squareBroadcast Square
Currently there’s not enough bad publicity going around for this to be played and even then I would only play it if there was quite a few cards that gave bad publicity in your corp deck. – William: 1/3

This card has a lot of future potential. Right now, I can see it being used heavily with Muckraker protecting it. Expensive to splash, but Weyland is going to try. – Glen: 2/3

Narrow use in NBN right now, Broadcast Square seems to be more useful in Weyland and HB – but at 3 influence? NBN must be getting some badass cards soon. On the plus side, its high trash/low install cost makes it a good lone, unprotected server card the runner will probably leave alone unless he’s truly loaded. Works well with Geothermal Fracking, Posted Bounty, Hostile Takeover, Vulcan Coverup. – Dave: 1/3

 

corporate-shuffleCorporate Shuffle
Most decks will be better off with Jackson Howard but those that burn through cards and need to fill their hand and dig deeper for needed cards will play this. In the late game HQ often has a number of useless cards, this allows you to refresh your hand and dig for that Agenda or ambush to help close things out. – William: 2/3

This card gets the “literal” award. I don’t think it is necessary with Jackson Howard in the game. Would seem to be a good way to get some relief from an agenda heavy HQ, but most NBN players don’t mind that. Better than Anonymous Tip in my book. – Glen: 1/3

I like the options this card gives you, and at 2 influence, it’s good in most corp decks. It’s really going to shine in NBN though, when you don’t Jackson the cards you need to end the game, so last click you shuffle yourself a new hand for 5 more cards. I even like the cost. – Dave: 2/3

 

caprice-niseiCaprice Nisei
A high variance card that will sometimes do really well and other times not as much, which some will pass on for more consistent cards. It makes keeping track of how many credits when the runner is running on a server that much more important for both sides. – William: 3/3

Everyone has been talking about this card. It is the ultimate game changer. All Corps are trying to find a way to include her even at 4 influence. All runners are working on ways to attack. I think we are going to see corp’s get smug with her protecting a remote and runners focusing on running either R&D or HQ. However, she can be used to protect a central server too. If Noise wasn’t obsolete before, he is now. – Glen: 3/3

A game changing card, no doubt about it. I would argue that it should be influence 5, based on her Jinteki backstory and the card’s effect. Not only can this card hold its own, but I can see it being an autowin situation for the corp if the runner’s credits are low and predictable, there’s an unbroken RSVP in front, etc. Where she really shines though is with an accompanying upgrade like Corporate Troubleshooter or Ash. I also like her setup on HQ to counter Account Siphon, and make Off the Grid worthwhile. – Dave: 3/3

 

shinobiShinobi
Like Muckraker before it becomes quite a bit weaker even by a single link. Unlike Muckraker it does have an higher upside of possibly killing the runner but most of the time it will be too expensive for its return. – William: 2/3

With the main runners starting with 1 link, this card is questionable. Especially in Jinteki where money is not as abundant, even with Celebrity Gift. If you can score a Clone Retirement right after rezzing this, then it would be much better. – Glen: 2/3

Here’s an interesting piece of ICE – one that can actually kill a runner in one encounter with its 6 net damage. After that, it’s a very taxing sentry, with an end the run subroutine. I like it. – Dave: 2/3

 

markerMarker
Sensei’s little brother. There’s only so much room for small utility pieces of ice and this one isn’t going to make the cut. – William: 1/3

Nice as the outermost piece of ice vs. Kit or Inside Job. But if Sensei sucks, then this one really blows. – Glen: 1/3

I can hear Glen now – another S:3 Code Gate? Really? I don’t like ICE that needs to be placed very specifically to have an effect; and not only doesn’t end the run itself, but may not end the run on the followup piece as well, depending on the runner’s breaker suite. Kind of cool when paired with HB click-thru ICE, but if you’re going for that effect, wouldn’t Sensei be better? – Dave: 1/3

 

hiveHive
Solid piece of ice that helps score those early Agenda’s and then in late game rush those agendas out those last few points when this becomes trivial to pass. Later in the game if the Corps is behind putting it on a central is taxing for relativly low cost, with Corroder the most common barrier breaker costing the runner 6 credits to get past until you have scored Agendas. – William: 3/3

This card is very useful in a Weyland deck dedicated to winning via flatline. Now you might even forfeit a 2 or 3 point agenda to rez Archer. However, there is not much variety here. If the runner see Hive, she knows the corp’s strategy. Of course, when she see Building A Better World, she usually does too. – Glen: 2/3

Hive has a shelf life of 5 agenda points. After that, you should be happy to overwrite it, by which time it’s already done its job – chances are, the next agenda wins. Glad to see Mean Green get a decent mid-range barrier that is splashable for every faction. Corroder is 7 creds to break through an unadvanced Hadrian’s, and 6 creds to break through an unweakened Hive. It’s solid ICE with lots of utility that taxes the runner almost like Hadrian’s Wall, but with half the upfront cost. – Dave: 3/3

 

witness-tamperingWitness Tampering
Baseline effect for removing Bad Publicity, costly and not very effecient to play. I like the other options for removing Bad Publicity more such as Veterans Program or Elizabeth Mills and Restoring Face out of faction. Its low in influence and not being conditional does have its appeal. – William: 1/3

Seems too expensive, but it may be worth it. My fave flavour text in Double Time. – Glen: 1/3

When a corporate card is 1 influence, it’s meant to go into any corp deck. Witness Tampering is one of those cards. I think its double action and 4 cred cost is totally fair to remove 2 bad publicity. Right now there aren’t too many ways to remove bad pub for Weyland who generate the most: 2x Elizabeth Mills would do it, but that’s the same number of credits and actions. And honestly, I would rather have 2 Posted Bounty in my deck than Veteran’s Program. Especially with Black mail and NAPD Contract around now. – Dave: 2/3

 

napd-contractNAPD Contract
Any Agenda with conditions for the runner to access or steal should be considered. Forcing the runner to spend 4 credits to steal is great to help prevent the running from stealing. At worst it taxes the runner, allowing the corp to push through Agendas when the runner cant afford to run. Its yet another thing the runner has to consider their credit count before and during a run. – William: 3/3

Sweet! The card fast advance decks wanted has arrived, as if they needed it. NBN and HB already have two 3 for 2 agendas. Adding 3 copies of this covers 18 of the 20 agenda points in the deck. This card is so hard to steal, especially early. Almost safe behind 1 piece of ice in early game. – Glen: 3/3

The best 4/2 agenda in the game, besides perhaps, Nisei Mk II. But since you can’t play Nisei outside of Jinteki… Love the built-in Red Herrings aspect of this agenda, which quite coincidentally, goes really well with Red Herrings! Any upgrade really synergizes with NAPD Contract allowing rich corps to manipulate the runner’s credits and keep NAPD from being scored. – Dave: 3/3

 

quandaryQuandary
A code gate Ice Wall with no influence cost, it forces the runner to fetch Yog or other decoder just to deal with a 1 cost ice. ANd late game it taxes just as much as an Enigma. – William: 3/3

Great early game ice. Only 1 to rez. Runner has to pay 1 to get through every time or pay 5 to install Yog.0. So it’s good later too. Main weakness is that it crumbles to Parasite. – Glen: 3/3

Cheap etr ICE is always going to be in demand – Ice Wall’s reputation was built on it. And Quandary is neutral – nice. I like its deliberate illustrative similarity to Enigma. I’ll be using it a lot. – Dave: 3/3

 

Episode 20 of Agenda7 is Now Online

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We discuss our favourite cards from Double Time, discuss NOT using all types of ICE in your deck, and do a top 10 list of dirty Netrunner cards and terms. We also discuss a whole weekend of  tournaments – what we learned and how we did.

Podcast 20 includes:
1 – Tournament weekend at 401 Games and Nexus Games
2 – Top 5/4 cards from Double Time
3 – Top 10 Dirty Netrunner Card Names and Terms
4 – ICE – do you really need all types in a corp deck?
5 – Acknowledgements & contact

We hope you get something useful out of it. (The top 10 list of dirty Netrunner cards is especially immature – we’d like to hear your submissions!)

Direct download for episode 20 is:
http://traffic.libsyn.com/agenda7podcast/20-agenda7-netrunner-podcast.mp3


Two Store Championships in a Weekend

All three of us went to store championships in Southern Ontario this weekend:
1 – 401 Games in downtown Toronto
2 – Nexus Games in downtown Kingston

Attendance was good at both events – 56 in Toronto, and 14 in Kingston. In Toronto, Sungho Lee won in the final match against Dien Tran, while in Kingston, Dien Tran took first after 4 rounds of Swiss play, with Kaiwen Zhang coming in second. Unfortunately we never made top 4 in either event, but Will did make top 8 in Toronto.

Many thanks to 401 Games and Nexus Games for well run tournaments. Below are some photos from the events at 401 Games. Game videos are up on our YouTube Channel.
Game 1  -  Game2

dien-tran-401games-finalist-2014

sungho-lee-401games-finalist-champion

401games-final-audience

andrew-murdins-rig

19 Agenda7 Podcast – Fear & Loathing and Strategies

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Episode 19 of Agenda7 is now online: with more announcements from FFG, a top 5/4 discussion of Fear and Loathing (cards 81-100 of the Spin Cycle), and two strategy discussions: scoring 5/3 agendas; and coping with Account Siphon.

Podcast 19 includes:
1 – News from FFG
2 – Top 5/4 Fear and Loathing cards
3 – Spin Cycle observations
4 – Strategy: Scoring 5/3 agendas
5 – Strategy: Coping with Account Siphon
6 – Contact & acknowledgements

This is our contribution to the Netrunner gaming community – we hope you get something useful out of it.

Direct download for episode 19 is:
http://traffic.libsyn.com/agenda7podcast/19-agenda7-netrunner-podcast.mp3


Fear and Loathing: In Depth

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Fear and Loathing contains cards 81-100 of the Spin Cycle, by FFG. Without a doubt, there’s some good stuff in it for every faction – directly and splashably. Fear and Loathing finally resolves bad publicity into game strategy – instead of just extra credits, bad pub is now fuel for player tactics.

All cards are rated on our scale of 1-3:
1 – cards we won’t be using anytime soon
2 – cards that seem to have decent utility
3 – cards that show promise or excel at their job

quest-completedQuest Completed
Wow, does this card need alot of setup. If you can spend the actions and credits to run 3 servers successfully, then you can probably run the one that matters with an installed card. And what if that installed card is crappy? To be fair, this card is a reward for running 3 servers – not the reason to run 3 servers. Think about it that way and its existence makes more sense. Still – no thanks. - Dave: 1/3

Glen: 1/3
This card is great when the corp has a glacier in front of his remote agenda advancing server and has lightly protected all 3 central servers. What a great way to surprise the corp who thinks his agenda is protected. Of course, if you show me a corp player who plays like this, and I’ll show you a loser.

A strong ability and has a higher potential upside over Notoriety. Making three successful runs is a challenge, especially in Anarch. Most likely are if you can get through three servers in a turn, you can get through a single remote. This could see play if Ash, Red Herrings and Strongbox is popular in a meta. - William: 1/3

hemorrhageHemorrhage
I like this program – it’s annoying as hell. I think the virus counters on the card will accumulate quickly considering how many times a typical runner will run. And it gets more dangerous the longer it is ignored. If the corp ignores it, you could theoretically make him trash almost his entire hand in your next turn. And go fishing for agendas soon after that. There are a lot of counters to it though. Hemorrhage has excellent synergy with Keyhole. - Dave: 2/3

Glen: 2/3
Combine this with Datasucker and Dirty Laundry, and the corp will have to protect all central servers and any remote server he chooses to open. This combo will suck memory, and may be too slow.

I like the ability, it disrupts the Corps game plan and can put quite a bit of pressure on HQ without actually running on it. It forces the corp to wipe viruses, spending more actions drawing cards or maybe even using their Jackson Howard early. - William: 2/3

tallie-perraultTallie Perrault
In Netrunner fiction, Tallie is a reporter for the Opticon Foundation – revealing big corporation evils. But as a resource card, her ability is optional, so she can sit around if you want to use her, and I think taking a tag for issuing a bad pub is fair. Just don’t let it bite you in the ass. Unique – Tallie is a one-of in a deck, if you want to use her at all. The card draw ability is a nice bonus. Right now though, gray and black ops exist only on 10 cards. - Dave: 1/3

Glen: 1/3
Usually when the corp plays a gray ops or black ops that might precede this card, the game will be over. And/or you are already tagged and therefore the corp can easily trash Tallie. Lots or risk, little reward and the likelihood of getting the reward is low.

A narrow card ability but currently one of the more effective ways for the runner to give the corp Bad Publicity. This will have use against Closed Accounts, Power Shutdown, multiple Neural EMP’s and to a degree Subliminal Messaging. - William: 1/3

executive-wiretapsExecutive Wiretaps
An excellent tactical card for play anytime. Think the corp is hoarding agendas? Play it. Competes with Expert Schedule Analyzer though, which works while making a run anyway. Pick your strategy, but definitely has its uses. - Dave: 2/3

Glen: 1/3
If you can combine with some sort of R&D viewing, you can constantly know what is in the corp’s hand. Also helps you know if it makes sense to run HQ. Still, I think the cost is too high. Of course, I said the same thing about Running Interference which costs the same and I have changed my mind on that card after play testing.

Gaining hidden information is useful but for a card, 4 credits and two actions the cost is too much. - William: 1/3

blackguardBlackguard
Break out the Lemuria Codecracker Jimmy, Blackguard is installed! But at the cost of 11 creds – yikes! Unlike Desperado, this console taxes the corp rather than making the runner richer. But you can make the corp spend creds where and when it doesn’t want to. Works well with Satellite Uplink, Infiltration and Lemuria Codecracker – but especially SNITCH! Oh the abuse of Blackguard and Snitch together – just think about that for a moment. - Dave: 2/3

Glen: 3/3
Game changing card that will be huge when Silhouette comes out. I suspect that it may be too slow once the high cost is paid, but if anyone can afford it, it’s Criminal. Influence is unimportant as it will only be used with Silhouette and Satellite Uplink.

Costly to bring into play but the ability can really disrupt the corps plans. Current Criminal decks don’t need it but with the upcoming Criminal box expansion there might be a deck that wants it. I think the cost and not doing anything on its own will keep it from seeing much competitive play. - William: 1/3

cybersolutions-mem-chipCybersolutions Mem Chip
Four creds for 2 MU is fair – deckbuilding is about choices. Shaper now has 5 out of the 8 available chips. - Dave: 2/3

Glen: 1/3
I think Toolbox is a much better buy if you need 2 memory. Also Dyson Mem Chip is super and costs no influence.

Having two memory on a single card will open up options for deck building but most decks will make due with the current hardware. But for those decks that are not using influence on a console, the chip is a decent choice if not a very exciting one. - William: 2/3

alphaAlpha
7 creds for a breaker that works on all outer pieces of ICE is fair. Anything less than that would be a broken card. Good for keeping the pressure up and of course synergizes well with Omega. I’m guessing 1 piece of ICE is a target for both Alpha and Omega. - Dave: 2/3

Glen: 1/3
Too expensive to install and only 1 strength makes it expensive to use. For 3 influence, Inside Job is way better.

Good for early game pressure on the corp but expensive and gives options for the corp to play around. The other AI breakers are better options. - William: 1/3

omegaOmega
See Alpha, though often the first piece of ICE is a cheap ETR one, this program forces corps facing Kit Rielle to build 3 deep. Pricey! - Dave:2/3

Glen: 2/3
Expensive like Alpha, but more useful with Kit. Will force the corp to have 3 ice per server against her, but she can still use Crypsis to break the middle pieces.

I like Omega much better then Alpha where it forces the corp to install outer pieces of ice on all servers. Works well with Kit’s ability, forcing servers to have 3+ pieces of ice to keep her out. - William: 2/3

blackmailBlackmail
A game changing card – no doubt about it. It’s hard to give the corp a bad pub right now – but not impossible – with lots more cards to come this may get easier. But usually the corp will give themselves a bad pub anyway, so… damn – I wanted to use GRNDL. – Dave: 3/3

Glen: 3/3
I’ve been talking about this card for weeks. Until now, the corp has been quite nonchalant about taking Bad Pub, now they will have to think twice. This card would get a 4 if there was a good way for the runner to force the corp to take a Bad Pub, but both Frame Job and Tallie Perrault are expensive and unreliable. Not coincidental that this came out in the same pack as GRNDL.

Potentially strong card which forces the corp to keep in mind of when adding or playing cards with Bad Publicity. Still it will not see much play currently with not whole lot of BP being played Corp decks outside of Weyland and not whole lot of consistent ways for the runner to give it. - William: 2/3

blue-level-clearanceBlue Level Clearance
A great work compression card, getting you cash and cards at the same time for just 2 creds. Nice. A net of 4cr in Weyland BaBW. Keeps the momentum going, and especially welcome in the early game. Too bad about the card art though – looks like a high school student project with Sketchup. - Dave: 2/3

Glen: 2/3
Another transaction operation, but 2 influence is tough for Weyland to swallow. Also, if you draw 2 cards that you don’t want in HQ, you’ll only have 1 click left. Not as good as Green Level Clearance, but not bad. There is a better card coming , but you’re not cleared to use it.

Decent enough and will see play in HB but the other corps will stick with Green Level Clearance including Weyland. - William: 1/3

strongboxStrongbox
Strongbox works well in an HB deck against runners that routinely use their actions to click-through bioroid ICE. Now they have to worry about not using all their actions as well as having money to use against ASH or Corporate Toubleshooter. Too bad about the 1 trash cost, though I’m diggin’ the synergy those 3 upgrades have in the same scoring server. - Dave: 2/3

Glen: 2/3
Similar to Red Herrings, but more expensive to rez. The best part of this card is that it exists. The runner has to consider not burning his last click on Bioroid ice if there is an upgrade in the remote server.

Most runners don’t run on their last click so the ability not going to be much of a deterrent but certianly something that needs to be keep in mind. Of the accessing upgrades (Red Herrings and Ash) its probably going to see the least amount of play. Replicating Perfection might like it. - William: 1/3

toshiyuki-sakaiToshiyuki Sakai
Ha! I love this Jinteki card because of its chaotic fun, leaving the corp with lots of options: it masquerades as an agenda while being advanced, but can be swapped for an asset trap or agenda when accessed – corp choice! Makes an in-hand Fetal AI an excellent choice, or Edge of World useful again. - Dave: 2/3

Glen: 1/3
Will someone explain to me the purpose of this card – Pulease? The best thing about this card is the runner won’t waste 2 credits to trash fodder for Trick of Light. Totally useless if Raymond Flint is in play.

Fun if you manage to pull it off but making Ambush cards take twice as much difficulty for the runner to run into isn’t worth it. - William: 0/3

yaguraYagura
Jinteki now has a code gate that does net damage, besides the threat of Chum. Doesn’t end the run, but combos well with runs on Jinteki R&D filled with Shock! and everything else for that matter. Makes a great code gate only trap with Chum. Annoying, but effective? – Dave: 1/3

Glen: 1/3
A zero strength code gate? Really?

Good early and annoying ice to put on R&D, the ability to filter card is quite strong. Of course suffers from the Yog problem, but only costing a credit to rez makes that moot and for all the other breakers it costs about the same as an Enigma. - William: 2/3

restoring-faceRestoring Face
Not especially effective for Jinteki until Honor and Profit comes out – there just aren’t that many sysops, executives or clones. Immediately useful for everyone else though – another use for Executive Jackson Howard. No blood on teddy please! - Dave: 2/3

Glen: 1/3
Maybe has future use, but little now, especially in Jinteki.

Nice to have around and one of the better ways of removing Bad Publicity. Not a whole lot of BP in Jinteki currently and will have to look to neutrals such as Grim and Profiteering. Needing another card to function is bit of a stretch, but Jackson Howard is everywhere nowadays. - William: 1/3

market-researchMarket Research
A very useful 4/2 agenda because NBN hands out so many tags, then it becomes a 4/3. What’s not to like? except that it messes with your fast advance a little. - Dave: 2/3

Glen: 3/3
In the right NBN deck, this is a 4 for 3 agenda that only costs 2 if stolen. Huge upside like Project Beale. NBN rocks!

Really like seeing more tag matters abilities. Being a 4 for 3 is really good and fits into many existing NBN plans of tagging the runner and give the runner even more reason to clear them. - William: 3/3

wraparoundWraparound
Love this card! Remember how everyone rushes to get their sentry breakers first? Use that delay to your advantage now with a strength 7 barrier for only 2 creds. Does it replace Ice Wall? Not really. While almost as taxing, Ice Wall also advances for variable strength when needed, and advancement counters for utility uses like Trick of Light. Replaces Paper Wall if you have the influence though. Great outer ICE for Inside Job, and Shaper’s Alpha. - Dave: 2/3

Glen: 3/3
This would be a 4 if strength 8 putting out of Knight range. Still, fine to trash this to get rid of Knight. Pretty much forces the runner to get a Fracter in play, and still will have to pay 1 to break every time. NBN can now save 3 more influence by using this instead of Ice Wall.

Excellent barrier and will been seen both in NBN and other Corps decks. Will replace Ice Wall in many non-Weyland decks. Its immune Parasite before a fracter hits the table but dies right away after. - William: 3/3

grndl-power-unleashedGRNDL
Be sure to read the fiction that comes with Fear and Loathing to understand why this card starts with 1 bad publicity. (Ties in with Tallie Perrault too.) I like it – a great insulator against 1st turn Account Siphons. Also gets you down the Scorched Earth or Restructure path fast! Also allows you to rez killer ICE like Janus, Heimdall 2.0 or Curtain Wall after a single Hedge Fund. I suspect the Influence hit to 10 (ouch) is to make you behave more like the big bad that Weyland really is – a fair trade. Added incentive for Elizabeth Mills – just watch out for Blackmail – it’s nemesis. Love the card art too. Good work Mr. Rodriguez. - Dave: 3/3

Glen: 1/3
Sure you can get a faster start, but at what cost? You lose an ability vs. the other 2 Weyland identities you lose 5 influence and 1 bad pub. Too much cost, but still fun to play. I may be proved wrong on this one – did you hear me Will?

Starting the game with the bonus from scoring a Hostile Takeover is strong but at the cost of losing 5 influence, a blank ability or even having that Agenda to sacrifice to Archer. Doesn’t the flexibility of Building a Better World but could see it being played as a dedicated rush or Tag and Bag deck. - William: 2/3

vulcan-coverupVulcan Coverup
Every Netrunner card has an upside and a downside. Is Vulcan Coverup’s benefit worth scoring a 3/1 agenda? Not really I think. Is the downside of it being stolen worth playing a 3/1? Not really. Hoping beyond hope that you can coordinate this with a tag, or Scorched Earth or whatever is a bit much to ask. Too bad, because I love the gritty artwork. - Dave: 1/3

Glen: 1/3
I don’t like 3 for 1 agendas and this one has a huge downside. Still, in the right hands, it could be a game ender after a Scorched Earth. But risky set up.

I don’t think most Tag and Bag decks want it over a Posted Bounty especially with it having a downside. Of course scoring it on the same turn as a Scorched Earth is always a thing. - William: 1/3

grndl-refineryGRNDL Refinery
I had this card played against me in a tournament the day after the data pack was available, and it kicked ass. Masquerading as a trap or agenda while being advanced, the payoff for GRNDL Refinery is immense if it’s not discovered in time. This card in your opening hand is a godsend, and it has a 2cr trash cost to boot. Try it and see. Combine it in your deck with Project Junebug, and watch the runner go nuts. - Dave: 3/3

Glen: 3/3
If you listened to Podcast 18, you’ll know that I consider this an “ambush” and until now Weyland had none. Install, advance, advance – and the runner has to decide to deal with it or not. If not, you get 16 credits for 6 clicks and 4 credits, a pretty good deal. If so, runner has to pay to get through your ice and not get an agenda. Either way, the corp wins.

Requires quite a bit of investment and protection but the payoff can be big. Will probably see it fitting in decks with 5/3 agendas and a few advancable ambushes such as Cerebral Overwriter. - William: 2/3

subliminal-messagingSubliminal Messaging
An ok one-of in your deck, so why not? There’s no action cost to playing it, and having more than one in your deck just doesn’t make sense. Unfortunately, it’s not a transaction but a Gray Op, so no particular bonus to Weyland, and repeated use is good for Tallie Perrault. But if she’s in play, remember its use is optional. Really good defense against Hemorrhage counters, because it works in the trash anyway. - Dave: 1/3

Glen: 3/3
Phenomenal artwork! Love this card to keep the runner honest. At the very least, you get 1 credit for a click, If the runner skips 1 turn running, you can pull all 3 of these from archives to HQ, then use one on each of the next 3 turns.

Would have been more useful coming out at the start of this cycle, the Corps economy options have gotten much better as the cycle has gone on. Does give some decent trickle economy but not sure what decks is looking for or has room. Has some synergy with Celeberity Gifts, allowing for you to fill your hand while not needing to expose everything. - William: 2/3

18 Agenda7 Podcast is Online

samurai_robothead_by_rickystinger88-d74zbx4

Episode 18 of Agenda7 is now online: announcements from FFG, True Colors
top5/4 cards, Netrunner ambushing strategies, and even more online
resources.

Podcast 18 includes:
1 – News from FFG
2 – Top 5/4 True Colors cards
3 – Strategy: Ambushing
4 – More online resources
5 – Acknowledgements & Contact

Episode 18 was recorded on Saturday, February 8th, 2014, from the ISS space station; before Sandra Bullock wrecked it.

Show links:
Agenda7′s Podcast Channel on Youtube
Apreche’s Channel on YouTube (Netrunner with Scott)
Corp Draw’s Netrunner Channel on YouTube
Ono-Sendai (Netrunner card browser)
The Satellite Uplink (by David Sutcliffe)

Direct download for episode 18:
http://traffic.libsyn.com/agenda7podcast/18-agenda7-netrunner-podcast.mp3


True Colors: in Depth

med_keyhole-true-colorsTrue Colors contains cards 61-80 of Netrunner’s Spin Cycle. One could argue that it’s THE BEST data pack for the game since its release. As usual there’s something for every faction – but no one could say they got completely screwed over. (Although an argument could be made for Shaper.)

Glen starts this pack, with all opinions rated from 1-3:

1 – cards we won’t be using anytime soon
2 – cards that seem to have decent utility
3 – cards that show promise or excel at their job

Keyhole
The kind of card you can build a deck around. – Glen: 3/3

A first turn Keyhole is so frustrating to play against – it really is a thematic card for Anarch. Be sure to leave a click in the same turn to collect any agendas though, because a Jackson Howard in the corp’s next turn can undo all your hard work. And if trashing cards wasn’t good enough – you’re not technically accessing anything, so R&D traps have no power and won’t damage you. – Dave: 3/3

Digs through R&D for Agendas, and denies the corp important cards if you miss them. Gives the corp even more reasons to ice archives. Doesn’t have quite the lock down that other R&D tools have but an all around solid card that will see play as a three of in many Anarch decks and some play out of faction even at its 3 influence cost. - William: 3/3

ffg_activist-support-true-colorsActivist Support
So I take a tag and then the corp trashes this resource before any bad pub? Cool – not. - Glen: 1/3

Too tricky to use right now. If you have New Angeles City Hall in play, you could avoid tags while dishing out the bad pub, and then Aesop it for extra cash. But that’s a lot of setup for the deck slot. - Dave: 1/3

At best it only gives one Bad Publicity, and many times will be trashed before doing anything. Could be played when the Corp is trying to score an Agenda to force them to make the decision. Some Resource heavy decks might play it, such as those that run Data Leak Reversal. Course for the future when there’s more runner cards that deal with Bad Publicity. – William: 1/3

med_lawyer-up-true-colorsLawyer Up
The perfect follow up to Account Siphon. I’d give this card a 3 if anyone was still using Account Siphon. Oh wait, I did! - Glen: 3/3

This card has fantastic utility in any runner deck. It’s less influence than Diesel, costs less than 4 creds to remove 2 tags, and in 1 double action accomplishes all of the above. Yes please. - Dave: 2/3

Obvious Account Siphon follow up and relatively cost effective way of removing tags and digging for cards. - William: 2/3

med_leverage-true-colorsLeverage
If the corp is ready to kill me next turn, he takes the bad pub and doesn’t care. Might be useful if the last sentence were omitted. - Glen: 1/3

If anyone other than Jinteki takes 2 bad pub, then you’re probably going to be smelling your own burning flesh soon. Allows you to be reckless with Jinteki and HB traps on the following actions though. How about running that 2 advanced Junebug? Trash it! Fetal AIs in R&D? Go get ‘em! But – you do have to run HQ successfully first. A nice “one-of” to have. - Dave: 1/3

Conditional when you can play it, along with giving the corp the decision to prevent, makes it unplayable. Might be alright against Jinteki. - William: 1/3

med_garrote-true-colorsGarotte
A very efficient killer, but uses 2 memory. I will test this out extensively and it has potential to get upgraded to a 3 after testing. - Glen: 2/3

Criminals get another decent card in this pack. If you have the money, and Crims do, you should have a copy of this in your deck. It gives Crims an end game breaker once all your Faeries are gone, and your Femme is already dedicated to priority ICE. Let’s face it, when I can Power Shutdown your Faerie without trashing any cards, you’re gonna need some help sooner or later. It’s got the same stats as Corroder – it just costs more – so quit whining Criminal scum! - Dave: 2/3

A solid cost efficient Sentry breaker. Its slightly high cost and 2 memory will keep it out of some decks, but will see play in some rig building decks that have extra memory. Most Criminal decks will stick to the existing selection of breakers though. - William: 2/3

med_llds-processor-true-colorsLLDS Processor
No room in deck for this one. Won’t get used often enough to payback. – Glen: 1/3

Used in multiples, this card can get you a great, short term, efficiency boost. Pairs well with AI breaker installs like Crypsis or Darwin, and plays well with The Helpful AI for a super boost. With a Knight installation, there won’t be anything you can’t break with enough money. Then, Aesop them for cash. - Dave: 2/3

Very situational and resource intensive to get effective use out of. Really needs multiples to be effective which Replicator can help tutor for, but unless Ice Breakers are being cycled, such as with Exile, or for the small boost when tutoring a breaker mid run with Self-modifying Code, it’s a lot of work for not much payoff currently.  - William: 1/3

med_sharpshooter-true-colorsSharpshooter
Efficient, but program destruction, isn’t what it used to be especially in Shaper. And you have to destroy this program to use it. Might see it splashed more than used in faction, especially with only 1 influence cost. - Glen: 1/3

Destroyer ICE are Sentry ICE that trash programs in their subroutines – and sometimes more. Right now they’re: Ichi 1 & 2, Rototurret, Swordsman, Archer, Burke Bugs, Swarm and Grim. Five of those 8 ICE are Str.4 or higher, and one of them is Archer. Totally worth having this to Clone Chip or SMC to keep you from losing momentum. But how many copies? One is probably ok, in the same way one Deus Ex is ok. - Dave: 2/3

Allows for Shaper to run aggressively and apply pressure to the Corp while still being able to build a rig. Auto include in any Shaper deck. - William: 3/3

med_capstone-true-colorsCapstone
Too expensive to play. I like keeping dupes in my hand as fodder for damage. - Glen: 1/3

Too esoteric to use. Bah! - Dave: 1/3

I like how The Professor features in the art… - William: 1/3

med_starlight-crusade-funding-true-colorsStarlight Crusade Funding
It would take a lot to get my to lose a click every turn with no way to remove the card. This doesn’t even come close. There must be some double events coming with even higher additional costs… - Glen: 1/3

When you let an 8 year old, Uno playing, catholic school girl design a card, you get this. Straight to THE BINDER OF SHAME! - Dave: 0/3

Maybe one day when you can make a deck half full of double events. - William: 0/3

med_rex-campaign-true-colorsRex Campaign
A solid asset that can stand on it’s own server unless against Whizzard. Might score a 3/3 if any other faction, but HB has better choices. – Glen: 2/3

I agree with Glen, HB has better asset choices – but not with a dual function. When bad pub is more of a thing, this card will see more use. It’s a solid ok. - Dave: 2/3

Far too slow and has to be rez’d to be of use. Other factions might have liked it, but HB certainly doesn’t. The option to choose between money and removing bad publicity is nice. - William: 1/3

med_fenris-true-colorsFenris
A strength 2 sentry with only 2 subroutines that costs 4 plus a bad pub to rez. For most killers, this will cost 2 credits to break, and you’re handing 1 of those to the runner when you rez this card. No thank you. - Glen: 1/3

First turn brain damage? Yes please. You might even get in two. Great in trap and killing decks, especially for Weyland and Jinteki. Fenris (from Norse mythology) was the giant wolf offspring of Loki and the giantess Angrboda. Who knew? - Dave: 2/3

Nice early ice to surprise the runner with, (especially with HB), the runner now has to consider the risk of face checking a Fenris and not being able to click through. Would be really nice in Jinteki, but runners don’t run blind as often due to Neural Katana. - William: 2/3

med_panic-button-true-colorsPanic Button
A good counter against Account Siphon. - Glen:2/3

Let me get this straight – during the runner’s run on HQ, I can draw as many cards as I want, as long as I have the money? This is better than Jackson Howard for card draw, and may just let me complete my Scorched or Punitive Counterstrike combo. This card begs to be played with the HB Cerebral Imaging ID (Your hand size is equal to the number of credits in your credit pool.) I can accumulate all the cards I need to finish out my game. Love it. - Dave: 3/3

Decent Account Siphon protection and ability to draw as many cards as you are able to pay for, can’t be undervalued. Tough to fit in though.  – William: 2/3

med_shock-true-colorsShock
A great card to keep in HQ as it does damage and has a trash cost >0. Also makes Archive runs a bit tougher. Going to work with the Chronos Protocol. Reasonable influence cost too. - Glen: 3/3

Whaaaaaat? No more Archive runs for free tokens without taking damage? Fantastic in a row of horizontal only Jinteki servers, mixed in with a few agendas. Then the runner pays 2 to trash ‘em – and they’re still useful in Archives! Whaaaaaat? Love it. - Dave: 3/3

Even more things you have to worry about when running against Jinteki and even works in Archives. On top of it all,  having a trash cost makes it even more important that you have those few extra credits laying around. - William: 3/3

med_tsurugi-true-colorsTsurugi
At first, I didn’t like this one too much. But then I realized that the runner has to decide before the corp on the unusual first subroutine. If the runner wants by this unscathed, he must break 4 subroutines. A little expensive to rez to be a 3. - Glen: 2/3

Tsurugi is Japanese for “sword”. I like this ICE for 2 big reasons:
1 – It’s a sentry with 4 serious subroutines that will tax the runner big time as long as it remains in play.
2 – 3 net damage is a magic number for Jinteki. Three plus Fetal AI = 5 trashed cards, and that’s “disconcerting” for any runner.
Next turn I will Power Shutdown/Accelerated Diagnostic your ass for 3 Neural EMPs. - Dave: 2/3

High cost and low strength makes it really weak against Parasite, but being a sentry with 4 subroutines that gives the corp options has its uses. - William: 2/3

med_tgtbt-true-colorsTGTBT
Again, not crazy about 3 for 1s, but this is great in HQ, R&D and Archives. Allows you to use as a trap and only give up 1 agenda point to use Midseason Replacements. - Glen: 2/3

If you don’t know already, it’s “Too Good to be True”. A solid “meh” in NBN’s agenda choices. - Dave: 2/3

Agendas that punish the runner on access are always nice especially on a one pointer, and in a faction with Red Herrings. Always like having more options for 3 costs agendas in NBN. - William: 2/3

med_sweeps-week-true-colorsSweeps Week
What’s not to like? Runner is usually going to have a full hand vs. taggy NBN decks. Super way to start the game vs. Andromeda. Maybe some day there will be a way to get runner to draw cards on the corp turn and this will become even better. - Glen: 3/3

Awesome economy card. Will typically net you 4 creds, but only costs 1 to play – unlike Hedge Fund – which is a big deal when you’re down in credits. Hell, even Restructure nets you 5 creds – but it costs 10 to play! And then there’s the whole Andromeda thing. Love it! - Dave: 3/3

Its nice to finally see more economy cards in NBN. Most of the time this is going will net you 4 credits which is just as much as a Hedge Fund but with only a cost of 1. Against Andromeda it’s even better, though not game breaking by any means. - William: 3/3

med_rsvp-true-colorsRSVP 
First of all, code gates have to be at least strength 4 to be useful these days. This is a neat effect that helps protect assets and upgrades, as well as ice inside of RSVP. I especially like the way it works with Red Herrings to protect agendas, including TGTBT. Great target for Corporate Troubleshooter in my decks. - Glen: 2/3

What Glen said. This is also a dangerous piece of ICE in front of practically anything else, and will really make the runner think before continuing. Use 3 copies to get one in your opening hand, and keep your Fetal AI safe. Or put in front of any ICE that has a tracing subroutine, like Muckraker, or Flare – you get the idea. Let’s face it, decoders are not the runner’s first choice of breaker to get out, so this, plus say, even a Popup Window, will keep the runner out ’til that decoder is installed. And almost all decoders are pricey. - Dave: 2/3

Enough said. :) - William: 2/3

med_curtain-wall-true-colorsCurtain Wall
Very expensive to rez. Using it to the fullest means setting it up for Inside Job. Only good part of this card is the flavour text. - Glen:1/3

This card is meant to be rezzed with Oversight AI or Priority Requisition. Leave it unrezzed as the only card on an empty server ’til you score one of the above 2 cards, then install your Melange, and it will more than make its money back. Only Wotan is its strength equal, so don’t write it off. - Dave: 2/3

Too expensive, but in a faction with Oversight AI, it has its use. Hadrian’s Wall will still be my go to high strength Weyland barrier when I’m actually paying for ice. – William: 2/3

med_punitive-counterstrike-true-colorsPunitive Counterstrike
Pretty expensive for what it does, and only in response to losing an agenda. Won’t give it a 1 as it can end the game if you have more than 1 or in combo with Scorched Earth. - Glen: 2/3

In a Weyland Punishment deck, this card opens up a whole new avenue of death. With 2 of these in hand, (or access to 2), you can deliberately leave agendas out in the open, or in archives, to be scored – which I’ve done many times. Then play them for the relatively cheap cost of 3 creds each, and with trace 5, they’re tough to beat. Winner winner, chicken dinner. You’re DEAD! No tagging! Throw it in with HB and your Accelerated Diagnostic shenanigans, and pay 1/2 the influence of Scorched Earth. A game changing card – I’m sorry but it just is. - Dave: 3/3

More options for Weyland to burn through Plascrete Carapace and those decks that run 3 pointers such as Government Contracts. Might be decent as a finisher in Jinteki. - William: 2/3

med_veterans-program-true-colorsVeterans Program
As I’ve said before, I don’t like 3 for 1 agendas. Obviously, this has a place in some decks like combining with Profiteering or Geothermal Fracking, but that just means adding more 3 for 1 or 4 for 2 agendas, not the premier kind. - Glen: 1/3

Ever notice how there aren’t any 3 for 2 neutral agendas? In a heavy bad pub deck, this has a place. You might also want to use it in a corp deck that has no intention of winning with 7 points. Otherwise – bah. - Dave: 1/3

Amazing how many options there are now for 3 for 1 agendas in just a few packs. Some decks might want this agenda, but most don’t. - William: 1/3