Fear and Loathing Review

Fear and Loathing Review

05/03/14

 

Here at netrunners, we believe in being fashionably late but it does have the added advantage of letting us play around with some of the key cards first. Certainly Fear and Loathing is a rather hit and miss datapack that once again showers love and affection on NBN. I guess someone over at FFG feels bad that they didn't get a deluxe pack of their own to play with yet! Still, some really interesting cards to play with and hopefully an insightful look at each of them!

So which of our reviews do you loathe? Which cards do you fear? Feel free to join us in further discussion on our forums!

 

Scoring Key

1 = Virtually unplayable, usually better cards that do the same thing

2 = Niche, may have a home in certain deck, but usually as part of a larger combo

3 = Bread and Butter, an average card

4 = Strong card, almost always played in faction

5 = Meta defining card, played often out of faction, almost an auto include

 

Quest Completed

Dave H - 2

Another great card for theme, and it is nice to see some Whizzard themed cards. The actual benefits of this card are cute, if you opponent has locked down their remote you can still access it with a run on all three centrals. I don't see this happening very often, and it doesn't guarantee a scored agenda, I think this card is going to be too situational for it to make the cut into many decks.

 

Callum - 1

This card is pretty bad, if you can get into all three centrals in one turn, you can get into the remote. I can’t remotely imagine a scenario where this card is useful (unless Caprice Nisei REALLY takes off with the Übermensch upgrade server) compared to its sister card, Notoriety, this card is pretty awful.

 

Dave P - 1.5

Who has the credits to get into 3 centrals and not get in a remote? Completely agree with Callum, Notoriety is a far better card and that's hardly a card which dominates tournaments. Also, how much would you cry if you put all that work into accessing a remote only to see a Snare? Hardly guarenteed points!

Hemorrhage

Dave H - 3

Now this is actually a card that I am torn about, cards that give you stuff for running are good, this has been proven with Datasucker and Desperado, and this does the same. However I don't believe that currently Anarch's have the tools to be running successfully on a regular basis, they have economy and tutoring problems in faction currently. Therefore I don't believe that this card will create any waves at the moment, especially at 4 influence, but I think that when Anarch are slightly better it could be a devastating tool in the right deck and really apply some great pressure, forcing the corp to discard some key combo cards or worst case scenario agendas. This one is definitely a wait and see for me...

 

Callum - 4

Slam their servers and mill their hand while you run! Ambushes that float into HQ like Snare! will detest this card, as will any Corporate player trying to hold onto a multi-card combo. What’s great about this card is how well it works with the other mill effects in Anarch. You can run R&D with a Medium/Demolition Run/Imp, smash up a few cards and then kick the Corp firmly in the hand just after it. The influence keeps it firmly out of the hands of Criminals barring very few splashes which is not a bad thing at all.

 

Dave P - 2.5

This could definitely be an overly harsh rating on my part. I can see its use, I just can't see it ever accomplishing a great deal. 2 virus counters is not a small amount per card, and represents quite a large investment of time and money for the benefit of trashing 1 card. Most importantly, the Corp gets to choose which card they trash, it's not random access (as far as I can tell from the wording). If they have a combo, they're going to do their utmost to ensure that it doesn't get broken. This means that you're looking at having 4-6 counters on it before it can do any real work (at which point the Corp would presumably purge). With a base cost of 3c and 1 mem, that's a big investment for something that could be accomplished for less with a Demolition Run or an Imp.

Tallie Perrault

Dave H - 2.5

This is one of the few ways to give the corp multiple Bad Publicity, though it is something the corp can control. I don't think this is that great at the moment, there aren't that many gray and black operations (that dont kill you) to make it worthwhile. Still I am hopeful it will be useful in the future, and cards like Subliminal Messaging are helping its cause.

 

Callum - 3?

Tallie is another way of sticking BP onto the Corp at the price of one tag. It’s not a terrible play after a Closed Account, Power Shutdown or Subliminal Messaging, but rather useless after your house has been destroyed via Weyland Scorched Earth policies. The only issue I have with this card (much like Activist Support) is that I feel Anarchs cannot really function well without resources. She can be splashed as a Connection one-off in Criminals to be taken Hostage in a tag-me style deck, so she may have merit there. Her secondary effect is pretty nice if you can call it before the Corp says they will trash her, or as a way of surviving incoming emergency flatlines; expect timing arguments from certain players!

 

Dave P - 2.5

As Dave suggests, there's a reason this card came out in the same pack as Subliminal Messaging. Tallie acts as a natural counter against it while also hurting Power Shutdown decks a little. As it's a connection, it can be tutored out so it doesn't need to take up a lot of deck space. Another decent, high influence Anarch card for the right meta, probably not one you'll see often though I think.

 

Executive Wiretaps

Dave H - 1

I don't understand why you would want to pay 4 credits and two clicks to see all the cards in HQ, in most cases it is just better to run HQ and access a random card. Maybe this card and the other one in program form will become better after Honour and Profit when Jinteki is everywhere to know if it is safe to run HQ, but I'm not sure it is worth the cost even then. It would be a different story if you could trash a card or do something else, but it isn't worth the credits and clicks for the information.

 

Callum - 2

I want to love this card, and I did, then I read 4c Double and sighed. The effect of the card is strong, you don’t have to worry about wasting your time running HQ if you know what’s there and information is the most powerful strength the Corporation has in Netrunner, so any card that can fight that is a strong one. Great for scouting for agendas, ambushes, or simply wanting to know why the Corp isn’t playing any of their hand. I simply wish it was a 2c Double, or a 3c non-Double event, or even make it a run event where I can choose to run.

 

Dave P - 1

If this was a strong ability, Celebrity Gift would be a terrible card, which it most certainly isn't. In fact Celebrity Gift is being splashed outside of Jinteki in a number of decks for it's quick, burst economy. Ergo, this is pretty rubbish. Would much, much rather play a Sneakdoor Beta for the same cost (although 2 Mem is obviously quite hefty), 1 click less and then use it 3 times to actually access cards in HQ.

Blackguard

Dave H - 2

I don't think that this card will ever replace Desperado, but I think it will be a lot of fun to play. I've got no real plans to test it myself as I think that too many corp decks still run a lot of cheap End the Run ICE, and the ability isn't that effective against them. Also, once Blackguard hits the table the corp will be very careful on what they play, as they know it will cost them money.

I find it interesting that this is in Criminal because they are the most aggressive faction and therefore the least likely to want to install something that costs 11 because of the tempo hit. Here is hoping that this is a sign of new things for Criminal, that is furthered in Honour and Profit. One bit of advice for anyone thinking of testing this card out, don't go too over the top on expose effects, it is really common when people put together a deck with a theme to try and cram everything which fits the theme into the deck. You need a working deck more than all of the theme cards, only take the ones you need.

 

Callum - 3

This is a card that has a deck archetype built around it; information warfare and denial. This buddy-buddies well with Snitch and if any faction can afford that 11c install cost, it’s Criminals. This card forces the Corp to have less decision making as you bankrupt their servers and find out what ICE they’re installing. The 2 influence is actually quite noticeable in this card, because if any other Runner faction can play it, it will be Shapers rocking the Eureka/Motivation/Oracle May deck of the day and vomiting this card out. At worst, Blackguard seems a fun play and I look forward to experimenting with it.

 

Dave P - 2.5

11c is a blumming expensive tempo hit but obviously a natural fit for a Silhouette deck sporting Infiltrations. Needs to be built around to gain any kind of use and so I'm giving it a fairly low rating. How strong an infiltrate deck archetype becomes largely relies on how Jinteki fare after Honour and Profit. I expect to see it at some point in the future, I just wish it was a little cheaper with 1 mem less.

 

Cybersolutions Mem Chip

Dave H - 2

Why does it cost four times the amount of an Akamatsu? Why do we need two extra memory?

I don't believe that there will be many times when a deck is desperate for two extra memory, and therefore this will rarely be used in decks. Those few decks that do need extra memory, are generally just better off using a console or Akamatsu's as they are so cheap. I'm sure I will be wrong and there will be a deck that needs the memory, but it won't be common.

 

Callum - 3

Quite a literal middle of the road card, it’s super Akamatsu Mem Chip, literally! I kind of wish this was a neutral card for other Runner factions, but then it would be interesting. As it stands, this is a very simple card, you either need it in your deck, or you don’t.

 

Dave P - 1.5

Sure would be nice to get a decent, general console for shaper to use, rather than cards like this that offer very little benefit. Shaper haven't got a lot of love at all this cycle. I agree with Dave, would almost certainly play Akamatsu over this, it's very rare that I ever need 6 memory at one time and normally there's a program that I'm happy to replace at that point.

Alpha

Dave H - 1.5

Interesting that both Alpha and Omega came out in the same pack as Wraparound, which is a significant hindrance to AI breakers as it will be incredibly popular both in NBN and as a splash. I am not a big fan of either card because seven credits to install a breaker is too much currently, the game is too fast for big installs, especially when the install doesn't deal with all ice. Another reason that I don't like Alpha and Omega is because even when you have paid the high install costs they are still low strength and therefore cost a lot to break ice. If the game state changes then they could be useful in the future but at the moment the game is too fast for the high install costs and they have too many weaknesses to popular cards.

 

Callum - 2?

I don’t understand why these cards are 7c install unless it’s a dig at Kate’s ID. That said, it can break anything (and get laughed at by Swordsman or Wraparound) on the outermost side of a server which is easily the most flexible piece of ICE on a server the Corp has, because they can change it. This card is good for threatening servers early on, but that 7c install cost had better be worth the payout, if you get one at all.

 

Dave P - 1.5

This doesn't make a lot of sense in Shaper, who already has a great AI option in the shape of Atman (whether AI breakers are worthwhile at this stage is a whole different argument). I'd probably much rather play a Crypsis, have both bases covered, for 9c and 1 Mem less, even if it is slow. As the gentlemen above me have outlined, Wraparound hurts this a lot.

 

Omega

Dave H - 1.5

What I said about Alpha...

 

Callum - 2?

I actually like this card more than Alpha, largely because the innermost ICE is the least likely one to change as the Corp throws more ICE over the server, unfortunately, most ICE thrown down early tends to be cheap gear checks which renders using a 7c Icebreaker a bit questionable.

 

Dave P - 2.5

Better than Alpha for me, purely because an aggressive Kit deck can use this to quite good effect. Being able to break any outer piece of ICE with a Yogasaurus and then use this to break remaining pieces is quite economical and low risk. That's the only deck I can see it being used in currently however.

 

 

Blackmail

Dave H - 2

Making a run without the corp being able to rez any ICE sounds amazing, but then you realize that this is only great at sniping agendas in remotes, maybe for an R&D run if you have R&DI out. The problem is that a lot of decks play Fast Advance and therefore there aren't agendas in the remotes to snipe, and it doesn't take into account the fact that the corp has likely already rezzed ICE that you need to deal with. As you can tell, I'm not a huge fan, and I've not got onto the point where the corp has to have Bad Publicity, this may be great versus Weyland, but many of the popular NBN decks don't run Bad Publicity as they are using traces and all of the runner cards that give the corp Bad Publicity are to date quite weak or situational.

 

Callum - 2.5

This card plays a razor edge in how useful it is, it’s either completely dead or rather punishing to the Corp. It really depends on the deck the Corp is using. If you can recycle these cards against a BP heavy deck? It can be pretty brutal, if they’re not running any BP at all, well then I hope you have some good ways of sticking BP to the Corp, because otherwise it’s completely useless. It also can function as a silver bullet to GRNDL depending on how that ID takes off. Whether this card is worth including in your deck depends on your meta and what people are playing.

 

Dave P - 3

There's a lot of Bad Pub at the moment. Plenty of Grim's being rezzed and plenty of Hostile Takeovers being scored. There's also a good chance that we'll see a fair few GRNDL decks over the coming months. NBN still remains the corp powerhouse to beat at the moment and against NBN, this is mostly a dead card which is problematic. I'm going to rate it on the basis that you play this card because you see a lot of Weyland in your local meta, in which case, it's a very strong 1x of in most runner decks.

Blue Level Clearance

Dave H - 2.5

Haas-Bioroid has interesting Operation economy, which seems to work well with rush decks, I don't think that this card will see common play at the moment in most HB decks, but I think that it will be invaluable in some; such as NEXT Design rush. It is also possible that it will see play in Weyland rush as well as these are decks that cannot wait for money from asset economy and want card draw in the deck as well, and this does both. I like this as a card, but only in specific decks.

 

Callum - 3

This is actually a very good card, the net benefit of this card is +1 card and +3c, which is quite good! The only thing that caps it from raising higher to me is the influence cost. Whereas Green Level Clearance is a great splash into certain decks for that first turn play, BLC really isn’t due to its double nature. I think this is a great card in its native HB and worth considering in your deck if you need some extra econ and card draw.

 

Dave P - 3

HB economy doesn't really need a huge amount of help and I fear that this is a card which is largely bettered by other HB options. The card draw effect would probably be more powerful if not for the fact that Jackson Howard lives in all our decks and probably will continue to do so for the forseeable future. Having said all that, this is very good in a Cerebral Imaging deck, an ID which is becoming increasingly viable as time goes on.

 

Strongbox

Dave H - 1

I am sure there is some cool combo with this in Jinteki Replicating Perfection, however really don't see this being that strong a deck type. The reason that I am not keen on this card is because whenever I look at it all I think it that Ash does what it is trying to do but better. I am also not a fan of Assets and Upgrades with such as low trash cost, this makes R&D very porous, allowing multiple accesses in a turn. I like the theme of the card, it is very HB with their focus on clicks, both gaining them and costing the runner them, but I just don't think it is strong.

 

Callum - 2.5

The HB Red Herrings of cards that synergises well with other cards of the same nature; such as Hourglass, Red Herrings, Bioroids, Ruhr Valley or even Replicating Perfection. That said, stacking these type of cards in the already narrow deck building space for Corps is problematic than anything else to me.

 

Dave P - 2

Agree with Dave that it's trash cost is the real problem here, however, in HB, this is quite a nice option if you're running a lot of Bioroid ICE. Only have two clicks to spare when running on 2-3 pieces of Bioroid ICE on a central can be quite a challenge. 3c isn't cheap when it only costs 1c to trash however, and that's a bad trade.

Toshiyuki Sakai

Dave H - 1

This is a load of trash... I cannot be bothered to write anymore on this card...

 

Callum - 1

DOUBLE MINDGAMES. I loathe this type of card, because it actually restricts Jinteki from getting some good cards and filling them with these stupid things. Sure if you want to be the special snowflake to pull out an ambush and then score an agenda that the Runner chose not to access , that’s nice. But realistically, if the Runner is running an advanced server with no knowledge of what the card actually is, then they’re prepared to take the results on the face, so you didn’t need to play Sakai to begin with. Sakai gets a 1/5 for being able to play Edge of World surprise on people if you can pull off that gambit. He’s a fun card though, and I like those at least.

 

Dave P - 1

Who has the deck space to try and play games like this with a runner? Don't get me wrong, it'll be fun when it triggers but if they've made a successful run on it, you're gonna wish it was just a trap in the first place. It also means that you can't really use Celebrity Gift as effectively, and that is a real problem for Jinteki.

Yagura

Dave H - 3

I like this card, I think it is really solid, in front of R&D it helps prevent the corp top decking that 3 point agenda and pings them for a small damage that will likely stop them running through regularly. I also love the cheap rez cost on this and feel that it rounds out early game ICE well for Jinteki (Himoko Baku, Neural Katana and this). It definitely has some weaknesses, the main one being Yog.0, but then if my 1 cost ICE stopped them running and then forced out the fairly expensive Yog.0 I think it has done its job. I wouldn't run this as well as Enigma, but I would replace a couple with this so it can be solid R&D protection until the code gate breaker is out.

 

Callum - 3

Another way to pile on single net damage to the Runner as they go facechecking your servers, what’s nifty about Yagura is the ability to see what the Runner accesses before you do and deciding whether it’s worth keeping it there or putting it at the bottom, potentially saving some agendas. This card can replace Enigma in some Jinteki decks which I quite like, especially at only 1c rez cost!

 

Dave P - 3

I don't think I would entirely replace Enigma's in my Jinteki decks with this, but it certainly has a place (probably x1-2 of). 1 net damage per run for 1c is a great ability as well and as Dave argues, if the runner has to go and fetch a Yog to break it, you can consider that a great trade off for the corp.

Restoring Face

Dave H - 1.5

I love this card, it has such great theme. Jinteki is really turning out to be the faction which has the richest theme in it's cards and I really like it. Oh, the cards impact on the game? Probably none, this card won't see play, but it has great theme...

 

Callum - 1.5

This card was made so someone could have a commit seppuku card for the Asian Corporation. Let’s go over it; you can off an Exec, Sysop or Clone to remove some BP, Nice! So I can off Elizabeth Mills post-rez and remove up to 3BP! It’s also 2 influence per either card, so that can bugger off. This may become better depending on further BP generating Runner cards, maybe? But I don’t see this card being the answer to it.

 

Dave P - 1.5

Complete agreement with my colleagues, great theme, but too situational an effect to be of any use. You'd have to be spitting out BP like a lunatic for this to be useful. Maybe it will have more use further down the line.

Market Research

Dave H - 4

NBN is really getting some love at the moment, this is a great 4/2 agenda that punishes tag me decks without using up deck space on cards such as Closed Accounts and Scorched Earth. Cards such as Lawyer Up and this make me think that the emphasis is on the runner to avoid tags, and that becomes difficult and expensive. I really like this card and believe it will replace Character Assassination in most NBN decks even if they aren't running tag cards because it is an easy way of punishing tag me. I'm not sure if it will keep its place in all NBN decks in a few months time when NAPD contract comes out, but it probably will in Midseason decks for obvious reasons.

 

Callum - 4

NBN cards are always great fun. This card (conveniently in the tag centric Corp) basically can be a 4/3 agenda if played at the right time. What’s also great is that it’s another different way to punish tags on the Runner without having to splash for meat damage. That’s pretty powerful. In conjunction with Astroscript Pilot Program, Project Beale and Midseason Replacements, this is a very interesting card and will replace Character Assassination in certain NBN decks.

 

Dave P - 4

NBN are getting some real love this cycle. They already had Sweeps Week to punish Andy, now they have an agenda which punishes tagme runners quite effectively. a 4/3 is a real boon to have at the right time and means that the runner has to be especially careful against NBN on 4 points if they're tagged. Can see this fitting into most NBN decks as a straight up replacement to Character Assassination.

 

 

Wraparound

Dave H - 4.5

This is a great card for so many reasons, it is a cheap barrier for NBN which stops them needing to splash for Ice Wall which was common. It stops AI decks such as Atman dead as they don't work without a dedicated barrier breaker out, and also it hurts Parasite recursion decks as well. All of this for 2 credits, what more could you ask for? I think that this card will be making appearances in most decks from now on, especially because of the low influence cost, this is the new Ice Wall.

 

Callum - 5

NBN’s very own Ice Wall, except that it also shafts AI breakers which great. This card should be a heavily considered splash in HB and Jinteki as a replacement to Ice Wall because of its versatility, unless you had plans to advance Ice Wall for other effects like Trick of Light. It simply shafts AI based decks which is a huge play, and only costs 2c to get going. It also makes for a great play in conjunction with Power Shutdown, nuke their Corroder and laugh as they can’t get in. A fantastic card and my favourite in the set.

 

Dave P - 5

Someone at FFG loves NBN! Fantastic against AI breakers, Parasites, Kit Yog rush and is great as early game ETR ICE. Only 1 influence so it will be splashed out of faction a great deal to deal with a number of threats that Ice Wall doesn't deal with. Being able to tutor out a Fracter quickly is a very big deal now.

 

GRNDL: Power Unleashed

Dave H - 3.5

This seems like a solid identity, which will often be focusing on rushing, using the early credits to secure a remote and score. I imagine that there will be other decks looking to use the early credit advantage to flatline the runner, but I don't think that they will be as successful due to the fact that runners are careful against Weyland and Plascrete is still everywhere. The question is, is it better than Building a Better World? I think that GRNDL will be for some decks and BABW for others, it depends what you are trying to do, GRNDL seems to be focused on the early game advantage and so is likely best if you are making use of this through the early game credits and where Bad Publicity doesn't matter as much.

 

Callum - 3.5

I like GRNDL, I’ve been playing it myself as Weyland rush deck. The great thing about this ID is that the 10c start is huge for consistency in play, allowing yourself for a quick-start in the game state, able to rez bigger, nastier ICE to shove those agendas through. With in-faction cards such as Oversight AI and Weylands position of being able to get credits quickly, GRNDL positions itself as a very aggressive identity.

It’s not without its downsides, namely the 1BP (remember Weyland is the Corp that loves to spew money and bad pub) and the 10 influence. The BP itself can be alleviated by cards like Elizabeth Mills or Witness Tampering if needed, but the BP in Weyland can really stack up, so it’s something you’ve got to be careful of and play to accommodate it. The second part is the 10 influence is really, really limiting in deck building, especially as Weyland does have gaps in its deckbuilding. Overall though I think this is a great ID for an alternate play style over BWBI or BABW.

 

Dave P - 3

I'll avoid repeating the excellent analysis above and say that while this perfectly playable, 10 influence really hurts the ID. being able to play Restructures turn 1 is great but I'm not sure if Weyland has the means currently to play the rush deck that this ID wants to be a part of. Would be great with SanSan's or Trick of Lights but it doesn't really have the influence to spare for them. It's likely then, that we'll see this being used to tag and bag aggressively instead of scoring out agendas and I'm just not sure if that's the best move at the moment. I think this ID might be flash in the pan, expect to see a lot of it in the next couple of months and then hardly ever after that.

Vulcan Coverup

Dave H - 2

Weyland has so many good options for 1 point agendas right now, I'm not sure if this card is going to make the cut. The idea of doing two meat damage is great, but it will never flatline someone against Weyland as everyone knows to keep your hand size at four or higher. I also don't think that it could be used consistently to reduce them into Scorched Earth range as it would need to be triple advanced. I think in almost all situations, other 1 point agendas such as False Lead, Hostile Takeover and Posted Bounty are better.

 

Callum - 3

Another gut punch card for Weyland, this time in the form of a 3/1 agenda. To me, this card competes with Posted Bounty for its deck slot, largely because although it’s an additional source of meat damage, it isn’t quite a flat-line enabler. If your deck already has strong enough tagging effects like Sea Source and can land them, then I think this card is worth considering over Posted Bounty. Otherwise, I think Posted Bounty works better in a meat damage kill deck, if you’re looking more for attrition style gameplay, then Vulcan Coverup can work fine in that regard too.

 

Dave P - 2.5

A nice option for a Weyland shell game deck that doesn't exist yet. Dave and Callum are quite right in saying that there are better 1pt agenda's to play and the likelihood of this seeing the light of day are fairly slim. I'd much rather IAA a Posted Bounty followed by Double Scorched than just do 2 points of meat damage followed by something that likely isn't a kill shot (because who leaves tags on against Weyland?).

 

 

GRNDL Refinery

Dave H - 2.5

I'm not sure about this one, in a lot of cases this simply isn't as good as a Melange Mining Corp, it will also not fit into most of the current Weyland builds which are Operation based economy. However these things do not mean it is a bad card, in the current environment Ambushes aren't heavily played (though this is likely to change soon) but if/when this changes then this card will be another install, advance, advance threat for the runner. I don't think this will be a great card but I do think that it will make an appearance in some decks, and it will be the right call for those decks.

 

Callum - 4

GRNDL Refinery is a great cash card providing you can score it, to me it’s comparible with Melange Mining Corp but from a different point of view. Whereas Melange works well as an install and use next turn, like a 3/2 agenda, GRNDL is disguised like a 5/3 agenda with the install, double advance signal. What’s great about GRNDL Refinery is the return on the investment is huge at 3 net credits per advancement. It’s also a massive economy card in Jinteki where advancing cards doesn’t necessarily mean they will be stolen. The ending bonus is that it does cost the Runner to get rid of it too, bonus!

 

Dave P - 2.5

The next piece of the Weyland shell game deck that doesn't exist yet! Still, it's solid economy and a perfectly playable alternative to Melange (without replacing it). Operation economy in Weyland is stupidly good though, even if you're not running a BABW deck so I'm not sure if this will see the light of day. As Callum suggests, it's good for faking out a 3 pt agenda (of which Weyland have the best in the game currently) so it might fit in the right deck.

 

 

Subliminal Messaging

Dave H - 3.5

This is an interesting card, and another good addition to corp economy. While runners are quite aggressive and run early and often now, this card still has a lot of use, having two in archives means two free credits anytime the runner doesn't run during their turn (over the next two turns). This will be great in Jinteki where safe and planned runs are encouraged, and will likely replace those Jinteki decks still running Beanstalk Royalties.

 

Callum - 3.5

Subliminal Messaging is a cool card, play it, get your click back and get a credit. You also get the card back if the Runner doesn’t run? Very nifty! This is a card that can force the Runners hand, forcing them to come into your servers just to stop you building up free money. However, running IS part of the game so don’t be too allured by the idea of getting a free credit every turn without an end in sight.

 

Dave P - 3.5

Really great card design and a really interesting include in the right deck. This belongs in a deck which has either heavily taxing ICE or has a means of discouraging casual runs (so great in a Jinteki deck as Dave outlines). An untrashable, completely free PAD Campaign is not to be sneezed at and I can see this being included (probably no more than a 2x of) in a variety of decks in the future.

 

 

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