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Tech Talk - TMI
Jan 08 2013 08:00 AM |
Scud
in Android: Netrunner
Android: Netrunner Tech Talk Scud
DOCUMENTATION: Wall of Static. Ice Wall. Is there anything better than an early-game Barrier? The satisfying *thunk* of a Runner bouncing off the unyielding End the Run subroutine of a digital barricade? No. No, there isn't. Well, except maybe a turn two SEA Source/Scorched Earth. That's pretty sweet, too.
But Tech Talk digresses - like the first fragile blooms of Spring, those Barriers are only good for a short time. Soon, the Runner is blowing through them without slowing down and so you say goodbye to them like you did to that girl that lived two blocks over when the summer ended and you were returning to your private high school while she was going back to her friends at the local public school. But with fewer tears, probably.
Wouldn't it be great to "keep the romance alive" with one of those early game Barriers, to be able to "make it last," so to speak? Enter TMI, the early-game Barrier you'll want to bring home to meet Mom (and Dad will probably high-five you awkwardly when he gets a load of her Strength-to-Cost ratio). Getting a 5 Strength Barrier for 3 credits is insane, so, you ask, what's the catch? Well, the catch, friends, is that you have to lock that down as soon as possible. Commit. Poop or get off the pot, as my dear old grandma used to say. Rezzing TMI immediately initiates a Trace2, which, if it fails, derezzes TMI, losing you your 3 credits and leaving you cold and alone. It seems that the official ruling is going to say that you can try to rez TMI again after the Trace fails (if you have the credits) but isn't it better to just make sure you get it done the first time? TMI is an early-game ICE due to more than just her low cost - she needs to get into play before the Runner builds up too much Link strength.
INSTALLATION: Don't rez TMI unless you are 98+% sure that you'll win the Trace. If you don't draw TMI until the mid- or late-game and you're playing against a Shaper with all sorts of +Link, just shake your head sadly and move on. If you can win the Trace by spending 1-3 credits, you might want to consider it depending on what Barrier breaker the Runner is playing - Corroder and Battering Ram will both need to spend 4 to get through while Aurora, if thery're running it, needs 6 credits to break, meaning you'll still come out ahead even if you pay a few credits to boost the Trace. Be aware, Morningstar can break it for 1 credit, so if you can't win the Trace without spending credits, period (aside, of course, from your recurring credits if you're playing NBN), leave TMI in your hand and toss it later when you exceed your hand limit.
Also remember that both Accelerated Beta Test and Priority Requisition "rez" pieces of ICE, which means that even if you use the ability of one of those Agendas, you're still going to have to win the Trace in order to keep it rezzed.
IMPLEMENTATION: NBN doesn't just like TMI, it *needs* TMI and its End the Run subroutine. Luckily, NBN's "recurring credits for Traces" ability means you'll usually get it rezzed with a minimum of difficulty, even into the mid-game.
Weyland and HB both have the economy to brute force the Trace to success but they have stronger Barriers in-faction, so paying more than a total of 5 credits (the 3 credit rez cost plus bumping the Trace by 2) for TMI is inefficient. However, the one pip Influence cost could make this a viable replacement for Ice Wall in HB decks that splash one or two for their early game ICE.
Jinteki probably doesn't want TMI - it has much weirder, trickier things to do with its credits.
COUNTERMEASURES: As with most post-WLA decks, get some extra Link strength a.s.a.p. TMI is a prime reason to play Helpful AI. That little trench-coat-wearing so-and-so is a perfect foil, giving you a little Link boost to eat into TMI's cost-efficiency and then giving you a +2 Strength boost to your Barrier breaker once TMI is up and running.
- EmeraldGuardian, WarriorOfTheLostWorld, glitterpants and 1 other like this
10 Comments
But that usage alone is a bit narrow. I don't particularly like it as everyone will run links now (Especially with Dyson Mem Chip), and in that case I'd rather have a wall of static.
Hilarious! So true!
Oh and Compromised Employee is the last nail in the coffin I guess.
Having a 5 strength Barrier out in the first couple turns is very nice.
As a note: I've only used this card with the NBN ID.
I agree completely. There are so many ways TMI can disappoint you. Like sirprim said, TMI requires you to be in a better economical situation than the runner. NBN isn't really known for that. A few early game blowout possibilities aren't reason enough for me to include a card in deck. Even for other corporations TMI is really bad if you draw it while the runner is ahead.
Another reason why I strongly dislike the card is that it puts the runner firmly in control about what's going to happen. Let's say both sides have about 6 credits to use, no agendas so far, and runner is running towards your previously unseen TMI. You rez it. How much do you spend? A little to use some runner resources? He's just gonna match it, get through and on next run to the same server you're facing the same dilemma.
How about paying reasonably much, that the runner can still match but both parties lose a lot of coins. This probably puts you worse off, since NBN isn't really the attrition type of player. Might work for a splashed TMI though, but they could have better use for that money too.
How about you pay almost all your money, so that the ice is rezzed for sure, ha ha, take that!? The runner simply lets the run end, and you have a shiny new 5 power 9 cost barrier on board. The runner may continue along a completely different path of attack, this run might have been just a probe.
All of these scenarios might be acceptable in certain cases, but what tips the scale for me is that the runner always gets the last word. Not on my server he doesn't!
Wall of Thorns costs 8 credits to rez. Now, it has two subroutines, so let's say that a 5-Strength Barrier would cost 7 credits. As long as you spend less than 4 of your actual credits on the Trace, you're getting a deal.
Link strength screws you, true. But that isn't true of just TMI - any Trace-bearing card gets hit by the Runner investing in Link. Luckily, if they are busy building up their Link, they aren't spending those credits running on your servers.
You just spend 3 credits for REZ and runner spends only 4 to shut it down. You both have no economy, but guess what runner does best naked - run everything and you have no ice to protect yourself. And he didnt do a thing to make it more difficult to you, he might start with rabbit hole when he sees NBN... and you had to use all NBN id bonus for the turn. You basicaly gave him free Vamp with no tag when he needs it most. (Vamp is not good, but not bad enough to give its effect for free)
There is one situation where TMI is great: If runner has no cash (less than your trace) and runs into it... but you need to rez it, else runner just sucks your cash, and not overpay becouse than a normal higher cost ice would be better. But running without cash is not that common even early (and doesn't make any sense late game). I did run into it when i was broke early game (to force rez of random ice and run something else) in this scenario its unexpectedly good, but its not something you can count on and early-game only trick you cant depend upon.
The only way i can see this card working is Akitaro Watanabe (core) against weak link... but its not worth the effort unless youre running it anyway so you consider TMI... maybe in akitaro Jinteki.
NBNs weakness is runners link, making link even better is not something that makes much sense.