• Touch-Ups

    NBN Operation: Double

    Play cost: 2 – Influence cost: 3

    As an additional cost to play this operation, spend click.

    Place 2 advancement counters on 1 installed card you can advance. If you do, choose a card type and reveal the grip. Choose up to 2 revealed cards of that type. The Runner shuffles those cards into the stack.

    “Your Star Power is in the toilet, kid. We need a fresh face.”

    1 star

    Yeesh. Look at the chin on that guy.

    The value of this card is based entirely on if you'd be willing to constrain two of your clicks to "clicklessly" do maybe 2 pseudo-damage to the runner. Is that worth it? Let me tell you: it would be if that 2 pseudo-damage was in any way consistent. Then this could be part of a Measured Response kill combo. Unfortunately, you'd have to be able to ensure that the runner had 2 of whatever card type you're calling out. (How hard could it be? There's only 3 card types in the game!) Outside of that, I don't think this is good enough to see play as targeted hand r…

  • LEO Construction: Labor Solutions

    Haas-Bioroid Identity: Division

    Minimum Deck Size: 45 – Influence: 15

    Once per turn → Trash 1 rezzed bioroid card in the root of or protecting the attacked server: End the run.

    Workers of the Worlds, Delivered.

    3 stars

    (Evie here: This card review was contributed by NotAgain, make sure to follow him on everything.)

    HB glacier in full swing and no longer restricted by 12 influence either! I've always felt Isaac was a very good card, it just needed a deck and this is where you slap in 3x and feel good about it. This is very much purple ag and knowing how busted and annoying ag was, this feels so much more with stegodon, triestes (and god forbid some prison build that no one is cooking certainly). This definitely needs more bioroid support though, the question is will we see it?

    Additionally this also warps future bioroid design space, that does seem like a downside but I feel the addition of a glacier ID that doesn't rely on advanceable ice is worth the trade off.

  • Shred

    Anarch Event: Run

    Play cost: 1 – Influence cost: 1

    Run any server. The first time the Corp would end that run, prevent the run from ending unless the Corp reveals and trashes X cards from HQ at random. X is equal to the number of cards in the root of the attacked server.

    2 stars

    I see this falling into a tier above niche utility card. Not high above niche utility card, but I think it’ll see play outside of tech for Anoetic Void and Manegarm Skunkworks. When? Not often, but maybe every now and then as a pseudo-Bankhar on servers you know have a barrier somewhere. Also I guess as protection against that new HB identity.

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  • AU Co.: The Gold Standard in Clones

    Jinteki Identity: Division

    Minimum Deck Size: 45 – Influence: 15

    Whenever you do damage or trash 1 or more cards from HQ, place 1 power counter on this identity.

    When your turn begins, you may remove 2 hosted power counters to look at the top 3 cards of R&D. Trash 1 of those cards and add the rest to HQ.

    5 stars

    I’m sorry chat, we’re cooked. We’re so fucking cooked. They printed better Maxx in Jinteki. If you thought drawing 1 additional card every turn was strong, how about drawing 2 additional cards each turn? On top of that, here is every single card that enables AU Co. That’s a lot! That’s some numbers! And you can stockpile counters! And Your Digital Life is only 2 influence! Literally the only way this deck loses is if Jinteki as a faction turns out to not have the tools to play regular Netrunner.

    If reg Jinteki becomes a thing, this deck will be at the forefront and it will be terrifying. It might still be terrifying anyways.

    Note

    The original version of this review mistakenly…

  • Side Hustle

    Neutral Resource: Job

    Install cost: 2 – Influence cost: 0

    When you install this resource and whenever a run begins, place 1 credit on this resource.

    When there are 6 or more hosted credits, take all credits from this resource, trash it, and draw 1 card.

    “They were fast, friendly, and efficient. ★★★★☆.” —satisfied customer

    2 stars

    What is the value of adding the phrase "draw a card" to a card? What I mean is: imagine you had a card that was running a bit weak. How much would it increase the power level solely from slapping "draw a card" to the very end of it? How much value does it give?

    In Hearthstone, "draw a card" is worth approximately 1.5 mana,1, and something I'd hear is that Blizzard would make a card, realize it was under or overpowered in a way that can't be fixed by tweaking numbers, and would solve this problem by sticking "draw a card" or "discover a card" on it.

    Anyways, all of this is a really long winded way of saying that Side Hustle is too weak. The numbers are too…