Toronto 401 Games Netrunner Regional

Regional report by Scott Rostrup.

Saturday, June 28th, saw more than 2 million people descend on downtown Toronto to celebrate World Pride Week and 59 enthusiastic Netrunners descend the stairs down into the playing area of 401 Games on Yonge St. for what would be more than 12 hours of intense play.  Six rounds of Swiss, followed by a Top 8 elimination bracket were played.  Cards viable at this tournament were all of those up to Honour and Profit as we are still a couple of weeks away from seeing Upstalk.  The competition was stiff, but in the end Eric Boivin of Montreal took the championship running Andromeda and Making News in a tense battle against Maria Teresa Rossi, who was playing Chaos Theory and The World is Yours*.

Eric’s tournament report is available over at stimhack, Eric’s Report.


After 6 rounds of swiss the total number of players using different ids and the total amount of prestige garnered by the various factions is displayed in the scatter plot.  It is no surprise that long-time favourites Etf, MN, CT, Kate, RP, and Andy were the top choices.  Anarch was also quite well represented but overall they underperformed despite some of the top players playing them.  Of the most popular ones, only the corporations and Andy got average prestige scores greater than 6 which indicates winning half of your games, suggesting that maybe corporations were giving more consistent performance.

On the lower end of the number of players spectrum, PE stands out as having an average prestige of 10 out of a possible 12 for the 2 players that ran it, which is pretty amazing.  Also on the low end, BABW’s fall from grace seems complete as it finished lower in score than BWBI (although with only 1 player playing each identity that day).

Top 8 Identity Breakdown

In the top 8, we see a pretty even 3 way split among three of the Corporation factions: NBN, HB, and Jinteki, with Weyland nowhere to be seen.  Again, as in the last Toronto regionals, NBN nabbed the top 2 spots.  On the runner side, Andromeda was dominant, taking 5 of the spots, while 3 different Shaper ids and 1 Whizzard rounded out the crowd.  Tie breakers proved very important in determining who would make the cut with many excellent players just missing out.


All in all, an excellent day of Netrunning was had by all, and a huge props must go out to the tournament organizer Victor for running another great tournament!

Maria’s 2nd place decks are below:
NBN – The World is Yours
Chaos Theory

Agenda7 is Packing it in – So Long and Thanks for all the Fish

end times dolphins55mdIt was a tough decision, but Agenda7 is shutting its podcasting down.

We’ve all enjoyed playing Netrunner since August, 2012, but because of our many, many other interests, we can’t maintain the schedule. If you’re interested in why, read on – otherwise, so long and thanks for all the fish.

1 – Time. Our podcast takes a lot of time to research, play, record and edit. Often this means deckbuilding and playing with cards you would normally rarely use. You need to have an informed opinion, or you’re just making stuff up and crossing your fingers that you were right. The three of us agreed that this one (fantastic) game was taking up a full 50% or more of our gaming time. – ironically, often, not playing it.

Then there’s the social media aspect of it. I had no idea how much time Facebook, Twitter and email interactions would add to the ‘casts workload. Fair warning to other wannabe podcasters – social media and listener emails take up a lot of time, and if you don’t have it, or don’t care, don’t pretend to want feedback. We loved and responded to 99% of every piece of listener feedback we got – that’s why we announce some names at the end of each show. We love you guys, and thanks for doing it.

2 – Burnout. You can play a game too much, and it may begin to lose its excitement. After many store championships this spring, we all felt the need to take a rest from the game. Then Honor and Profit came out. What to do now? Without the passion, you shouldn’t be podcasting about Netrunner – you owe it to your listeners, wouldn’t you agree? Which leads to the next concern.

3 – Fun. We will continue to play, and collect everything – I have no doubt. Without the need to be taking notes and doing research, more ‘fun’ will come back into the game for us. Believe it or not, I actually feel a little twinge of stress or guilt whenever I can’t answer a listener email, or take too long between acknowledging tweets. What’s up with that? That’s not fun – it’s worry!

So what now? Agenda7 is not going away, although the new podcasts will be. We’ll see you on the forums. We’ll see you on OCTGN. We’ll still make videos. In fact, I expect the video aspect of Agenda7 to take off. And we’ll still be writing articles, and doing interviews whenever we can, but the regular podcasts are going the way of  Exploratory Romp and Burke Bugs.

Thank-you to everyone for a great time! We enjoyed it – and we hope you got something useful out of it.

Remember to drink more Red Bull, listen to more drum and bass, and we will see you ONLINE.

Honor and Profit: In Depth

Starting with Honor and Profit, we’re not going to be so eager to discuss cards we haven’t had a chance to use. After a month of use for many cards in this deluxe set, we’ve got a better handle on what to expect from them. Glen’s scathing and to-the-point comments are first in this review.

harmony-medtech-biomedical-pioneerHarmony Medtech – 3/3
Normally I don’t like Identities that on the surface appear to benefit runner and corp the same. The big advantage here is that the runner doesn’t know going in that you are running this one. It offers Jinteki a rush deck option. And now that there is a 5 for 3 agenda, you can play this with only 6 three point agendas if you wish (40 card minimum deck size). Makes The Hive an even better piece of ice. – Glen

psychic-fieldNisei Division – 2/3
Has the most future potential as more good Psi effect cards become available. Still, playable now. – Glen

tennin-institute-the-secrets-withinTennin Institute – 2/3
Nice effect, but big problem is that Jinteki ice isn’t famous for stopping the runner. Will have to splash ice and use neutral ice to make this work. – Glen

house-of-knivesHouse of Knives – 2/3
Not a huge fan of 3 for 1 agenda, but this one works well after Komainu or perhaps a well timed Shinobi. Also useful in decks that try to deck the runner. – Glen

medical-breakthroughMedical Breakthrough – 2/3
Better in a longer game – less useful with Harmony Medtech. – Glen

philotic-entanglementPhilotic Entanglement – 3/3
It’s a 3 for 2! Oh ya, and it does something useful. – Glen

the-future-perfectThe Future Perfect – 2/3
Interesting 5 for 3. Most of them do something very useful once scored, but not this one. However, it does offer some protection until it is installed. Unfortunately, it loses this once installed, but still not bad. – Glen

chairman-hiroChairman Hiro – 1/3
Although this is useful in an endgame strategy, it is really hard to put cards like this in your deck which give the runner more points to steal. You still have to put the minimum number of agenda points in your deck. And with Unregistered S&W ’35 in the runner’s arsenal, any hope for this card just got snuffed out. – Glen

mental-health-clinicMental Health Clinic – 3/3
A card that costs 0 to rez and 3 to trash. Very useful in decks not designed to flatline the runner. And it’s not unique. Fairly easy to splash. – Glen

psychic-fieldPsychic Field – 3/3
The first card that has its effect take place when exposed! And only 1 influence. Gonna see this in a lot of Weyland decks. – Glen

shikyShi.Kyu – 3/3
Has a great effect and it works from everywhere except R&D (including archives). If you have enough money, can force the runner to take -1 agenda point. And it’s not unique. Combines well with Philotic Entanglement. Also great if you’re playing Harmony Medtech with only 3 point agendas, or only 2 point agendas – forces the runner to steal 1 more agenda than you have to score. – Glen

tenma-lineTenma Line – 2/3
I suspect once again that I will like this card more than the general population. Especially useful in Jinteki where ice placement is key. – Glen

cerebral-castCerebral Cast – 2/3
At first glance I hated this card as Jinteki usually has little tag punishment so runner would opt for the tag. But if used as the first click, runner might have to take the brain damage to avoid losing key resources. Once brain damage hits, easier to flatline via net damage. – Glen

medical-research-fundraiserMedical Research Fundraiser – 1/3
Basically gives you 5 credits to the runner’s 3. Not good as you often want runner to be poor when playing Jinteki. – Glen

mushin-no-shinMushin No Shin – 3/3
Mushin No shin, how do I love thee, let me count the ways:
1. Useful with bluffing
2. Also allows you to advance a Project Junebug in one turn with enough to flatline the runner with a full hand
3. lso good for Ronin
4. Useful with Trick of Light
5. Super if you can score an Unorthodox Predictions on click 1 – can score a 5 for 3 next turn fairly easily. – Glen

inazumaInazuma – 2/3
Useful but has to be installed in the correct spot to be useful. Can cause a nice surprise the first time, then a taxing piece of ice after that. – Glen

komainuKomainu – 2/3
Nice taxing piece of ice, but very susceptible to Parasite. Can end the game early along with a Neural EMP. – Glen

pupPup – 2/3
Costs 1 to rez and runner pretty much has to pay 2 to get through unscathed. – Glen

shiroShiro – 2/3
A bit expensive, but can be very useful in a deck with a lot of traps like Snare! Need to test this more before finalizing the rating. – Glen

susanoonomikotoSusanoo –no-Mikoto – 1/3
Interesting. Freaking expensive. Unique. Nope. – Glen

neotokyo-gridNeoTokyo Grid – 1/3
Seems useful with a high trash cost, but it will get culled before you get to 49 cards. – Glen

tori-hanzTori Hanzo – 2/3
Can see a deck designed around this, but limited use. – Glen

plan-bPlan B – 1/3
Would like to use this in Weyland where 2 and 5 advancement agendas are useful. But would never use without Trick of Light, meaning the 0 influence is misleading. Low trash cost make it vulnerable in R&D and HQ. – Glen

guardGuard – 1/3
Seems useful vs. Inside Job but at only 2 strength, will be easy for any useful Killer to break for 1 credit. – Glen

rainbowRainbow – 1/3
Not that there’s anything wrong with it, but I’d rather pay 1 more credit for a Bastion. – Glen

diversified-portfolioDiversified Portfolio – 2/3
Useful with horizontal decks like Replicating Perfection. – Glen

fast-trackFast Track – 2/3
Pretty risky as you are revealing an agenda going to HQ to the runner. However, can be a useful end game strategy. Probably best used after scoring Unorthodox Predictions. – Glen

iain-stirling-retired-spookIain Stirling – 1/3
Finally a use for Data Dealer. The big benefit of this card is a bad strategy in the finals of a tournament, so it is only playable in ‘friendly’ games. Plus only 10 influence. – Glen

ken-express-tenma-disappeared-cloneKen “Express” Tenma – 3/3
With all the run events in H&P, this card is an ultra aggressive runner. With 17 influence, you can splash several great run events like Escher, Demolition Run, Stimhack, Indexing and The Maker’s Eye. – Glen

silhouette-stealth-operativeSilhouette – 2/3
Interesting ability, but I think it will play too slow for tournaments. – Glen

calling-in-favorsCalling in Favors – 3/3
Combined with Fall Guy, Hostage and Same Old Thing, this can be a big money maker. Just make sure you have some link or a Decoy. – Glen

early-birdEarly Bird – 2/3
Auto include with Tenma, this will make the runner prepare one turn for the next. Might give away too much info to the corp during that prep. – Glen

express-deliveryExpress Delivery – 1/3
Rather use Mr. Li. – Glen

feintFeint – 2/3
Use with Emergency Shutdown and Bug. Useful if you have Desperado. Likely auto include for Gabriel Santiago. – Glen

legworkLegwork – 2/3
The Maker’s Eye for Criminal. Not quite as useful though. – Glen

planned-assaultPlanned Assault – 2/3
The double event doesn’t hurt as you get to play the card searched for. Be more useful is there were a decent double run event. – Glen

logosLogos – 1/3
Does this cost more than Desperado? Yes. Is it better? No. – Glen

public-terminalPublic Terminal – 2/3
Auto include with Tenma. I really like Prepaid VoicePad and while not as versatile, it is cheaper. Also great protection from Power Shutdown. – Glen

unregistered-sw-35Unregistered S&W ’35 – 3/3
Goodbye Caprice Nisei – we hardly knew you. – Glen

windowWindow – 2/3
Obviously useful with Mr. Li. Not much else, but still useful. – Glen

aliasAlias – 2/3
I like the inexpensive breakers and you can certainly build a good runner deck while ignoring the remote servers. Problem with this is it tells the Corp that you are going to ignore them. You need to put a least 1 AI breaker like Crypsis in there to keep the Corp Honest, like that’ll ever happen. – Glen

breachBreach – 2/3
See Alias. – Glen

bugBug – 1/3
Too expensive for the info. – Glen

gingerbreadGingerbread – 1/3
Not versatile enough. Most tracers are sentries and Criminal already has the best Killers. – Glen

grappling-hookGrappling Hook – 2/3
Great early to prevent major damage. Likely best used face check while not breaking the end the run subroutine to escape unscathed. – Glen

passportPassport – 2/3
See Alias. – Glen

push-your-luckPush Your Luck – 0/3
If this card were free, you could break even in the long run. What a waste of a click and a card slot. – Glen

security-testingSecurity Testing – 1/3
If this works with Feint, it is playable. Have to check the FAQ first though as I suspect it doesn’t. – Glen

theophilius-bagbiterTheophilius Bagbiter – 1/3
Someone will have to show me why this costs 3, cause I wouldn’t play it for minus 3 in any deck. – Glen

trimaf-contactTri-Maf Contact – 1/3
Really dangerous card with limited upside. – Glen

mass-installMass Install – 1/3
The best use for this is a big surprise install right before a big run. Too bad you’ll be out of credits by then. – Glen

qcoherence-chipQ-Coherence Chip – 3/3
The zero cost, zero influence memory chip. This won’t cause you a problem with memory as the program is already trashed before the memory chip. Be careful having more than 1 of these installed though. – Glen

overmindOvermind – 1/3
Seems really expensive for a limited use program. – Glen

oracle-mayOracle May – 3/3
Finally a use for Dave’s fave Shaper Resource – Motivation. Also good with Test Run. 1 influence is still palatable. – Glen

donut-taganesDonut – Taganes – 0/3
Does the corp ever use more operations than the runner uses events? Nope! And it costs 3 to install and 2 influence. And it doesn’t stack. Awful. – Glen

Double Time: In Depth


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


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


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


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


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


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


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


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


Fear and Loathing: In Depth


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Mala Tempora: In Depth

med_reina-roja-freedom-fighter-mala-temporaMala Tempora is latin for “bad times”.  Bad times for who? The game’s runners I think – because the corporations got the best of this pack, cards 41-60 of the Spin Cycle. Here are my thoughts on the cards in this latest data pack for Android Netrunner, rated on a simple scale of 1-3:

1 – cards I won’t be using anytime soon – deck space is tight
2 – cards that seem to have some utility and are worth experimentation
3 – cards that look promising, may make others obsolescent, and may actually change the game

Reina Roja
I’m always excited when a new Identity comes along, and Reina Roja is worth getting at least a little bit excited about. Unlike the other 2 Anarch identities, Reina comes with 2 bonuses: her +1 cr ice rezzing ability, and +1 link. Of the 10 runner IDs, only 4 of them have 2 bonuses, and of the 3 others, Reina is most like Kate. Kate saves you 1 cr per turn, which is a typical Shaper trait – but Reina makes the corp pay 1cr more per turn. Both involve money, but in different directions; and I for one am eager to have her counter HB’s Engineering the Future ability turn for turn. A decent runner ID. – Dave: 2/3

Glen: 3/3  Useful and sexy, RR may obsolete Whizzard, especially with Scrubber in play. Good credit denial and a bonus 1 link to boot.

William: 3/3 Really like her, a solid ability that is always relevant as long as you are running (and if your not…), plus a link never hurts. Good to finally have a solid all around Anarch Runner. Noise’s ability tends to be more a build around and Whizzard is a meta call ID to keep higher trash costs Assets in check.

ffg_deep-red-mala-temporaDeep Red
Consoles are a big deal in Netrunner, and Deep Red is a big deal for the Caissa player. If you’re not going to try Caissa running, then it’s worthless to you- but if you are, then it will deliver. A 2 cr install console with 3 memory for Caissa programs that immediately lets you install them? Yes please. It’s really doing 2 things – giving you memory for your crippling chess pieces, and saving you an action. But you don’t have to use the ability – it says MAY, so you can hold tight for a while if necessary. The +3 mu is a big deal –only Monolith delivers +3 mu as well. And for 2 creds, it’s the cheapest console on the market atm. – Dave: 2/3

Glen: 1/3  Obviously only useful in Caissa decks, which I won’t be making given the presence of Isabel McGuire.

William: 2/3 Cheap and low influence is always nice. Anarch consoles are all fairly narrow in scope so theirs not much competition for the console slots in faction. Its use is ultimately tied to how well a heavy Caïssa programs deck will do. I’m unsure the number Caïssa being run before including it, but if I had to guess at least 6-9.

A floating strength 7 AI icebreaker that breaks any subroutine for 2cr is in a word: awesome. It’s 2 influence, 2cr cost makes it one of the most versatile ice breakers in the game. Anyone can use it. What’s not to like? What am I missing here? Right now there are only 2 pieces of ICE that are higher than strength 7, and one of them is bioroid. Of course Jinteki’s Swordsman is a natural foil to this card, so don’t be too eager to put it on unrezzed Jinteki ICE kids. A must for Caissa decks. – Dave: 3/3

Glen: 3/3  Powerful for low cost. Combos well with E3 Feedback Implants. Future possibilities are endless.

William: 3/3  A cheap Strength 7 AI breaker and probably one of the better Caïssa programs, will see play both in faction and out. Just be careful where you leave it hosted.

ffg_running-interference-mala-temporaRunning Interference
For 4 creds, this card has a place in a Criminal deck – and a Criminal deck only – it’s 4 influence to include! This card can shut down a server’s ICE, that is, make a server too expensive to rez and protect. This is a money card – a tax on the corporation – again encouraging corps to play cheaper ICE. When used in tandem with Rook or Reina Roja (+6 creds for those 2 alone!) even 0 cost ICE becomes stupid expensive. It’s 4 cr and 2 click cost could end up saving you a lot of money though. – Dave: 2/3

Glen: 1/3  Too expensive for my taste.

William: 2/3  Useful event for sniping off an early agenda or getting through a huge ice fort late game. Even just taxing the corp will have its uses. The timing of when you use it is important and there’s plenty of commonly played ice that just stops it cold. Probably would have been more useful out of faction if not for the high influence.

ffg_expert-schedule-analyzer-mala-temporaExpert Schedule Analyzer
Remember the last time you played Andromeda and used all your mu during the game? Me neither. Why not throw a copy of ESA in your rig and give it a go? How many times have you played a game and your corp opponent said “I started with 3 agendas in my hand, and I drew 2 more after 3 turns.” In this game knowledge is power, and if the corp knows that you know it’s worth it to jackhammer HQ, then he won’t be icing up R&D nearly as fast. It’s a win/win. And it’s a program with a 1cr install cost, so if you’re Criminal, and you’re going to run HQ anyway, why wouldn’t you want to try it? Install it on your Djinn, Anarch boy. Add Lemuria Codecracker for additional card exposing knowledge. It’s becoming more important to expose cards these days. Definitely worth using for an HQ/R&D oriented deck strategy. – Dave: 2/3

Glen: 2/3  Combine with Indexing or Deep Thought, and you know almost every card in the corp’s hand at all times. Cool.

William: 1/3  Could be useful in some match ups and situations but ultimately is a meta call in its use or potential future combo use. Also HQ is usually well defended against Criminal and I doubt it will be splashed.

ffg_grifter-mala-temporaGrifter : 1/3
It’s a 1 influence card, so you know Lukas wants everyone to try it. But it costs 2 to install and will go away as soon as you don’t make a successful run  in a turn. This card is slowing your momentum for a possible – but not sure – payback. Deck space is tight – no thanks. – Dave: 1/3

Glen: 1/3  Too expensive, disappears easily and you don’t get the credit until your turn is over. Nope.

William: 1/3  Kinda slow to pay off and more of a late game card. Once setup with a full rig it could allow one to keep running every turn along side other running bonuses such Desperado, Datasuckers, etc. I feel it will sit in your hand for too long most of the time when it could be something relevant.

I’m digging Torch, but it’s in a competitive ice breaker category: decoders like Yog, Gordian Blade and even Key Master. If you can swallow the 9cr install cost somehow though, you’ve just installed the best decoder in the game. But can you? As David Sutcliffe points out in his ICE breaking article on The Satellite Uplink, Yog is breaking 80% of the Code Gates corps typically use in competitive settings. Not only that, Gordian Blade’s install cost of 4 will have you ahead in the money game for 2-3 ICE breaks before you’re likely to break even in cr. I like it’s synergy with Femme Fatale and Scavenge – both cost 9cr, and can be installed in typical Test Run/Scavenge fashion. Torch is a heavy duty card for Kit’s ID too – no explanation necessary. – Dave: 2/3

Glen: 2/3  Could be useful in the future. Now only with Eureka! decks.

William: 2/3  Good code gate breaker if not terribly exciting, wont see too much play other then Shaper Scavenge shenanigans until more higher strength code gates show up.

ffg_woman-in-the-red-dress-mala-temporaWoman in the Red Dress
It’s a 4 inf., so it must be good right? Nice Matrix tie-in, but I’m not going to be using this card anytime soon. I’m all for knowing what’s on top of R&D, but letting the corp know too, and possibly giving him a good card is not a worthwhile trade. Corp doesn’t have to discard for another turn, so the Woman in the Red Dress could be doing you more harm than good. Right Neo? – Dave: 1/3

Glen: 1/3  Too situational, requiring too many obscure combos to be useful now.

William: 1/3  Probably the weirdest card from Mala Tempora. Imagine there will be some combo potential in the future but currently other then questionable combos such Demolition Run+Nerve Agent/HQ Interface lock down it wont see any play. There is a lot of power in knowing whats on top of R&D and in HQ but giving the corp decisions without being able to control them makes this card really bad.

ffg_raymond-flint-mala-temporaRaymond Flint
Flint’s ability is great – on its own, or combined with HQ Interface. Raymond Flint has given HQ Interface a whole new lease on life because now you will be accessing multiple cards without having to make runs. And bad publicity is everywhere these days. In fact, why not throw Frame Job into the mix and give the corp bad publicity whenever you want? No running required! Love it. This card can end games – but in a bad way too – remember that Raymond Flint and HQ Interface are not optional accesses – they MUST access cards, so don’t use him against a tricky Jinteki deck. Scoring a Clone Retirement could do more harm than good. But I love this card. Trash it to expose a card when you don’t want it anymore. – Dave: 3/3

Glen: 3/3  One of the big problems with resources, is Pawnshop is the only way to voluntarily get rid of them. Here is a useful, though dangerous card that you can opt to trash at virtually any time. Sweet!

William: 2/3  Expose effects are always useful. Adding an very powerful though narrow (but becoming less so) ability on top of that is nice. Choosing it over Infiltration will probably be a mix of a deck and meta call along with personal preference such as losing the surprise factor.

ffg_isabel-mcguire-mala-temporaIsabel McGuire
She’s Scottish. She smokes cigarillos. She golfs. ALL AT THE SAME TIME! But she really shines pulling cards out of installation locations, putting them back in your hand, and allowing you to reposition them later. Great utility for nearly exhausted assets, obvious traps, agendas that are no longer secure, and ICE that has freakin’ Caissa programs hosted on them. Not to mention just rearranging ICE. There are so many good uses for this card – and at 1 influence, Lukas wants us all to use her. If you ask “Does she or doesn’t she?”, the answer is “ She does.” – Dave: 2/3

Glen: 3/3  My favourite card of Spin Cycle so far. I think Isabel is going to become awesome as time goes on. Can reset card with abilities that trigger when rezzed like Elizabeth Mills. Reset assets like Eve Campaign when she is down to the last 2 credits. Return failed ambushes like Snare or exposed cards to your HQ for reuse. Prevent trashing of cards like Server Diagnostics for reinstall later. Reuse surprise ice like Rototurret, which brings up more bluffing potential. Rearrange ice installed poorly early in the game, especially if runner is using Copycat. Get rid of hosted cards like Parasite and Caissa. All this for 0 credits, 1 influence and 3 trash cost. As Dave say, she does!

William: 2/3 Very nice utility card with a nice rez to trash cost ratio all for just one influence. Being able to reusing Assets and ambushes, trashing hosted programs and moving ice is quite useful. Just have to find room in the deck to include it.

ffg_hudson-1-0-mala-temporaHudson 1.0
A 3 cr, 5 strength ICE that’s 1 influence. Good start. The ability to access only 1 card during a run? AWESOME. Hey kids, I don’t care how many R&D Interfaces you have, you’re only getting 1 card. Works well against Indexing runs and the dreaded Maker’s Eye/R&D Interface run. Hudson has to be used with a plan though in external servers. If there are 2 cards in a remote, like say, an agenda and Red Herrings, it could potentially stop you from losing Red Herrings even with its low trash cost of 1. Or that Ash that didn’t quite work this turn. Or two unrezzed cards in a server – which one will you choose? So many uses including a good counter to Whizzard’s ability. Hudson 1.0 in front of any central server is good. I wonder how it would work against Noise’s end game Archive run? I’m going to look that up. – Dave: 3/3

Glen: 3/3  Want a way to stop those R&D/HQ Interfaces, Mediums and Nerve Agents that are constantly pissing you off? And something that Yog.0 can’t touch? Ya, it’s a bioroid, but you can’t have it all. Works great with 2 in a server, save for Copycat. Should increase the amount of upgrades that see play.

William: 1/3  Interesting piece of ice with a good cost to strength ratio plus being a higher strength Code Gate. But doesn’t end the run and I feel it wont do enough to often more my liking. Could see it being used as a one of in some decks.

ffg_accelerated-diagnostics-mala-temporaAccelerated Diagnostics
For 1 cr you can play a card that may do more harm than good. OR you could play a card that, in combination with Power Shutdown and Jackson Howard will allow you to retrieve a SEA Source and 1 or 2 copies of Scorched Earth – however many copies you require. It’s an HB card, so why not use your Project Vitruvius or Efficiency Committee tokens along with it and use 3 copies of Scorched? In Weyland, this combo is magnified with The Cleaners agenda. I think this card will get changed after Season 1, 2014. – Dave: 3/3

Glen: 1/3  Right now the only additional cost to play operations is and extra click. And there aren’t too many of these in any 1 faction. This may have potential down the road, but I’m not counting on it. I would only use in an event heavy deck along side Precognition. And there are lots of event heavy Jinteki decks – right. If a runner version for Events materializes, it will be close to broken.

William: 2/3 Basically unplayable on its own. There’s just too much unknown and too much risk to using it. Synergizes really well with Jackson Howard and would probably see play as late game card to reuse econ and vital events such as Biotic Labor or Trick of Light. Its main play will be to combo with Jackson Howard and Power Shutdown to Scorched Earth the runner, otherwise I’d score it a 1.


Unorthodox Predictions
The main reason I like this card is because Jinteki needed more agenda options. Make sure to score it on a turn when you can legally install another agenda. So:
Turn 1: install UP, advance, advance
Turn 2: advance (score, declare subroutines), install next agenda, advance
This would work especially well with a San San City Grid, where you could chain enough Jinteki 3 for 1 and 3 for 2 agendas together for the game. I like it, and definitely worth it for its effect. – Dave: 2/3

Glen: 2/3  Gives Jinteki the ability to include all 1 point agendas (with 3 Fetal AIs) in a deck for some massive net damage. I’m not crazy about 3 for 1 agendas, but this has its place until another 2 for 1 Jinteki or a neutral arrives.

William: 3/3  Really like see these kinds of denial abilities in Jinteki. Love the possibilities for more Jinteki mind games.

Sundew is an interesting money asset for Jinteki because it costs 2 to install, and 2 to trash. If you’re running it with Jinteki Replicating Perfection, you’ll make your money back right away, and if you can rez multiple copies simultaneously, you’ll be ahead of the money game after trash costs. But its next obvious competitor for your deck space is PAD Campaign. Is PAD better than Sundew? In the long run I’d say so, but in the short run I don’t think so – Sundew returns are much faster. Plus Sundew works well as a distraction in Jinteki decks – and at 3 influence, I’d say you’ll mostly see it in Jinteki decks. Many neutral economy cards don’t need the influence. – Dave: 2/3

Glen: 2/3  I have so many ideas for this card if it were 1 or even 2 influence. But worst case scenario, it breaks even for the corp.

William: 2/3  Really good economy in Jinteki: Replicating Perfection, would be playable out of faction but its just too much influence.

ffg_city-surveillance-mala-temporaCity Surveillance
That’s CITY Surveillance right? I’m pronouncing that right? Okay. If you have more creds than you know what to do with, then sure – REZ THIS CARD. But at 5 cr to rez, and a trash cost of only 3, this card isn’t much of a threat, except in multiples. But then you’d have to be way ahead in the credit game to make that worthwhile, unless you were going for a taxation strategy against your opponent. I could see using this in a Pay to Win Weyland deck, but at 4 influence. No thanks. – Dave: 1/3

Glen: 1/3  Schity Surveillance.

William: 1/3  Would be good in multiples but has too high a rez cost and really requires some tag matters followup. NBN decks need to balance how much tagging included, otherwise can lead to the runner ignoring tags.

Snoop is a deviously average card in my opinion – at first I didn’t see the value of its 6cr cost, because the subroutine is mostly harmless. But now I do. When encountered, the runner has to show you his hand, and he’s not likely to break the single subroutine on a strength 6 Sentry just to stop a trace 3. Better to spend the money breaking the trace instead, and take your chances there. But with NBN: Making News, that’s taxing. Snoop’s real power comes from constantly seeing the runner’s grip, and the power that knowledge provides – the card trashing counters are a bonus. It’s counter is Expert Schedule Analyzer – also letting you see you opponent’s hand. Once again, NBN proves it’s the king of annoying ICE. I’d put a couple of copies in my deck and give it a try. – Dave: 2/3

Glen: 2/3  While it’s nice to see the runner’s hand, the real cool part of this card is getting a couple counters on it. Then you can trash 2 cards and Scorched Earth for the win. The runner has to be extremely careful about getting any counters on it.

William: 3/3  Can be quite taxing for the runner to get through once rezzed, the runner cant afford to allow a counter to get on it. Having a key card being trashed at the right moment can be huge. Also the information gained shouldn’t be underestimated.

IRS – get it? Ha! Ya, you did the first time you saw the card. Which should also be the last time you saw the card because THIS ONE’S GOING IN THE BINDER OF SHAME. Which is too bad because I love Chris Newman’s gritty illustration. – Dave: 1/3

Glen: 1/3  Seriouslay?!? A strength 2 code gate?!?

William: 1/3  Helps offset bad publicity but once a breakers out it goes from not great to terrible. Might be alright in the future with more accessible bad publicity abilities.

ffg_power-shutdown-mala-temporaPower Shutdown
Did you hear the one about the corporation trashing all his cards into R&D so he could use Jackson Howard and Scorched Earth to..blah, blah, blah. See Accelerated Diagnostics above. Power Shutdown is a great card because it’s a game changer. It allows the corp to actively pursue the runner and trash his programs or hardware. By choosing the number of R&D cards trashed, the corp can be very selective – but with a little card recursion, this can get annoying fast. I bet future data packs will add-on to Power Shutdown’s abilities. – Dave: 3/3

Glen: 3/3  While I don’t love this card, it is a game changer. The runner must build decks with this card in mind, especially for tournaments.

William: 3/3  Decent for trashing programs and considering its low costs, playing it in early game to destroy an early breaker can be quite effective. Allowing for some of those early small pieces ice to be useful that much longer.

ffg_paper-wall-mala-temporaPaper Wall
I’m not sold on Paper Wall, but I can see its usefulness – a 0 cost barrier that works until it doesn’t. And no influence cost either. It ends the run – what more do you want? Poof – it’s gone once an AI or fracter enters play, but hopefully in early game it will have done its job. You get what you pay for. Combined with Corporate Troubleshooter, it’s all you might need to score an early agenda. – Dave: 2/3

Glen: 2/3  I’m torn on this one ;). I would love to get this installed in a remote server early with a Chum outside of it. I might be able to score a couple agendas early. However, with exposing cards become more common, this card may get shredded.

William: 2/3  Decent piece of early game ice that will save influence in some decks from not playing Ice Wall. More options for cheap early game ice is never a bad thing.

I like Interns – even with its 2 click cost – because its function is card recursion, and that’s good enough for me. The 0 influence cost certainly helps me like it – it’s neutral, so it’s a poor man’s Archived Memories (2 inf) with arguably more utility. This is a good card for putting those precious copies of Corporate Troubleshooter, Snare!, San San, Jackson Howard and any other upgrade or trap back into play. And you don’t have to reveal it when you do. More immediate than Jackson Howard, and less influence than Archived Memories, Interns has a rare ability. – Dave: 2/3

Glen: 2/3  What do you do when you have a super server with 5 ice on it and need to put a cheap piece outermost to protect against Inside Job? Get yourself an intern and lower your cost considerably. Obviously good for reusing trashed stuff, that was maybe trashed to get rid of a Knight. I think there will be more utility in the future. If you’re a fan of Accelerated Diagnostics (and I’m not), you gotta like this one.

William: 2/3  Won’t see that much play but always nice to have useful utility cards with these abilities available without having to spend influence. Of course finding room for them is always another matter. Ice fort decks, retrieving Agendas and re-using Asset econ are all possibilities for it.