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What Lies Ahead Card Reviews

Android: Netrunner What Lies Ahead Review Genesis

Genesis - What Lies Ahead Review

66% - 246 out of 400
58 % - Runner 104 out of 180
73% - Corp 161 out of 220

Our staff has put together a first blush analysis of the newly released data pack What Lies Ahead. We’ve used a one through five scale; five being the best. The cards are listed in numeric order. Our reviewers are listed in alphabetical order. Disagree with our assessment? Let us know in the comments!

The Corp cleans up in the top spots this month with two perfect scores and very high marks in general. Runners... well they didn't fair so well with The Helpful AI coming in at the bottom. Overall a good pack, especially for Corp, providing them with some fun and powerful new Agendas to melt some runner faces with.

Top 3
Project Atlas (What Lies Ahead) 20 out of 20
Mandatory Upgrades (What Lies Ahead) 20 out of 20
Imp (What Lies Ahead) 19 out of 20

Bottom 3
The Helpful AI (What Lies Ahead) 5 out of 20
Snowflake (What Lies Ahead) 8 out of 20
Morning Star (What Lies Ahead) 9 out of 20

[CRB='forums/uploads/an/med_whizzard-what-lies-ahead.png']Whizzard 11 out of 20

Nerdcore - 4 out of 5 rating
For the last few weeks, I’ve been playing a hyper-medium deck with Whizzard as my Identity, and I’ve been loving it! In addition to tearing through the deck, your Medium runs allow for greater control of the Corporation’s upcoming turns, and allows you to eliminate many economy cards before they even hit the field.

I think that Whizzard will be a force in the upcoming Regionals season, especially as more targeted trash effects come out for the Runner

NuFenix - 3 out of 5 rating
Whizzard will make the Corps re-value their assets, as the recurring credits mean an unguarded PAD Campaign more likely to be trashed. But with no change to deck size or influence, the reward for playing Virus cards means Noise is still a solid choice.

Scud - 2 out of 5 rating
Eventually, Whizzard will be the backbone of a dedicated decking strategy. For right now, though, I can’t see a solid reason to run him over Noise. Noise’s trashing is random BUT it can trash even the untrashable and it can send valuable stuff to the Archives, forcing the Corp to protect Archives when they normally wouldn’t. Whizzard can get rid of PAD Campaigns, which is actually not insignificant, and he can help you dig deeper into R&D but until there are a few more cards supporting decking (and we’re getting there), I’d stick with Noise. If the recurring credits were per run instead of per turn, he’d be awesome. Maybe a little overpowered, but not much, since Noise can usually trash at least one card of any type each turn

Toqtamish - 2 out of 5 rating
Granted we only have Noise for comparison but I just don’t see Whizzard beating him out for the choice of Anarch runner identity. I find a lot of the cards I want to trash when I play are not trashable under normal circumstances anyway. The fact that his credits are recurring is a good thing. And I can certainly see him possibly becoming better over time, perhaps even over this cycle but as it stands right now for Anarch Noise is the clear winner. Pretty much every Anarch card I see I view from its usage with Noise and not Whizzard. I love the old school gaming reference on his shirt. [/CRB]

[CRB='forums/uploads/an/med_spinal-modem-what-lies-ahead.png']Spinal Modem 11 out of 20

Nerdcore - 3 out of 5 rating
This efficient little package is a great option when you’ve established that there are no traces, or are running this inside of Shaper. Which, short of the Link Strength, it’s the same console for 5 cheaper and a possible downside, but if you’re establishing a decent Link, then there’s little to worry about.

That being said, the possible brain damage is a huge downside, especially with Haas Bioroid getting such a power boost to its brain damaging capabilities that it can shut you down. That’s why I put it middle of the road, in the right matchups, its’ great, but in the wrong one, it can just speed your end.

NuFenix - 2 out of 5 rating
Rating this card was tough, because if the Corp has little to no traces, then there is no downside. But as trace increases in scope, the risk begins to beat the reward.

Scud - 3 out of 5 rating
Even in a Trace-Heavy meta, Spinal Modem is pretty good, since the Brain Damage only triggers off successful Traces made during a run. There are very few times during a game when you are going to stumble into a run that you can’t buy your way out of. And even the, a point or two of Brain Damage in the mid- to late-game isn’t that big a deal. Shapers will probably stick to The Toolbox (at least until Dinosaurus is released [I am only guessing/hoping that’s the new console to go with Chaos Theory, I have no inside information]); Criminals will keep running Desperado. Anarchs dipping out of faction for icebreakers may want this. Anarchs running Whizzard will lean toward this console, since it means you can save a few more credits to trash cards.

Toqtamish - 3 out of 5 rating
At first when I saw this card I thought it was great and the recurring credits helps you to save your credits to do other things like trashing cards. Then I saw the downside and that it does brain damage, at first glance I thought it said net damage. Depending on how much trace effects your opponent is running the down side could be null and void. But with this cycles emphasis on trace I think trace will be much more common. Now this card in conjunction with an increase in your link strength (which is a good idea anyway considering this cycle is trace happy) to help you avoid those successful traces would certainly make this card better and help to mitigate the downside even against a trace happy corp like NBN or a Weyland tag n bag.
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[CRB='forums/uploads/an/med_imp-what-lies-ahead.png']Imp 19 out of 20

Nerdcore - 5 out of 5
Again, my current Runner obsession is Hyper-Medium, and Imp lets you burn faster. What I see this being used the most for is getting rid of problem ICE far before you have the capability to deal with it from an R&D Run. Medium and Imp go well, especially inside of a Djinn. This card also lets the Runner take care of Scorched Earth long before it becomes an issue, as well as eliminate any ICE they think is a threat. When combined with Whizzard’s passive and/or Grimorie to hand it an additional counter, it gets going like crazy. It’s also plenty of fun in a Noize deck, throwing even more in the Archives.

NuFenix - 4 out of 5 rating
A strange card, as it doesn’t seem to fit Whizzard and Spinal Mode. Instead, it appears to be built for Noise. This and Medium combine really well in my eyes, so you can see extra cards in R&D and be able to trash anything that you want. Once done with it, trash it from playing a new program, then get it back with Deja Vu.

Scud - 5 out of 5 rating
Clearing all that untrashable junk out of your way during an R&D run fueled by a couple-two-three Mediums is pretty awesome. Getting rid of scary ICE like Archer or Tollbooth before the Corp draws it, or tossing a Hedge Fund to the wind is just good times. This is another card that will be the backbone of a pure decking strategy. Strangely, it is also a card that makes me want to run Noise over Whizzard, since quantity, not quality, of trashing is important and it’s a Virus. Poor Whizzard.

Toqtamish - 5 out of 5 rating
Very solid card for Noise. It is a virus which helps to trigger his ability. With Grimoire in play as your console card is getting a free extra use. Card is very good and really builds itself into a virus fueled deck with medium. This card is also retrievable using Deja Vu. I think I would like to have an Aesops Pawnshop with this card so you can trash it once it is out of counters to get the extra credits and then bring it back into your grip using Deja Vu and play it again. Anarchs I find have the hardest time getting credits built up and using this card in conjunction with Aesops can help with your economy making the card even better.
[/CRB]

[CRB='forums/uploads/an/med_morning-star-what-lies-ahead.png']Morning Star 9 out of 20

Nerdcore - 3 out of 5 rating
Super, super situational, though I can see this taking one spot in an Anarch deck, just in case. It breaks a bunch, as well as is a low investment solution. What makes it not a 1 for me is the Break any Number of Routines. This equalizes the cost, but for now, it’s not great. I’m handing it some love on account of its future potential, when the total number of Barriers rises.

NuFenix - 2 out of 5 rating
Whilst lacking the ability to increase strength, only two barrier ice are stronger, plus with Datasucker the risk is reduced. But memory is tight in Anarch decks, and with such a high install cost, as well as influence cost, I imagine this will sit in the box for many players.

Scud - 2 out of 5 rating
The 2 rating I’m giving it is only because of its four Influence cost. If this was even a three pip card, I would raise the rating to a four, since it would be a great splash into Shaper decks and might even get into some Criminal decks (since they have the economy to install it, if not the MU). Anarchs are usually the poorest runners, as well as the most strapped for MU, so this seems like a bad fit for them, especially when they already have Corroder.

Toqtamish - 2 out of 5 rating
Card is really strong and I like that but it is also very expensive, perhaps too much so for Anarchs who I find are often lacking in credits. This card could be used easier in a Criminal or a Shaper deck but sadly with 4 influence cost it is not likely that we will see this splashed in other decks. It is also 2 MU which is another strike against it as the Anarchs often have a few viruses out there and not always enough Djinn that can host them and some like Parasite cannot be hosted by Djinn thus taking up more memory. I think there is better options than this card out there.
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[CRB='forums/uploads/an/med_cortez-chip-what-lies-ahead.png']Cortez Chip 11 out of 20

Nerdcore - 2 out of 5 rating
If you’ve only got one unrezzed ICE in the way, this can be good. If you’re looking to suck money, this is a way to go. Otherwise, I can’t imagine it being too terribly useful as anything but hand buffer.

NuFenix - 3 out of 5 rating
Being able to make it more expensive for the Corp to rez a piece of ice could allow a run to get through that previously would have failed. Whilst it will cost the Runner a click to draw and another to play, being Hardware means it is more likely to stay in play until you need it. It may not make every deck, but could combine with cards such as Forged Activation Orders for greater ice control.

Scud - 3 out of 5 rating
This is one of those one-of cards you put in your deck just in case. Zero cost Hardware (so there’s no MU to worry about and you can lay it as soon as you get it,if you have the click), its effect can change the outcome of a single run late in the game. Use it to feint at a server, getting the Corp to spend extra cash before you run where you really want. Couple it with Forged Activation Orders to get rid of that Tollbooth you Infiltrated. I can’t see this getting much play outside of Criminal decks, but it can be a very useful tool belt-sort of card.

Toqtamish - 3 out of 5 rating

I do like this card as it can help to slow down the corps economy. In conjunction with Forged Activation Orders or with Infiltration it could help you to force the corp to trash a card. It definitely feels like a Criminal card and I will probably put 2, maybe 3 copies in my criminal deck.
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[CRB='forums/uploads/an/med_peacock-what-lies-ahead.png']Peacock 13 out of 20

Nerdcore - 3 out of 5 rating
I’m on the fence about this one still. I feel like it is pretty efficient, but at a minimum 4 to break some of the more key ice, you’re doing good, but I don’t know. For now it’s good, and on par with Gordian Blade. I’ll be happy to have the Influence back at least.

NuFenix - 4 out of 5 rating
Finally, a Decoder for Criminals! It follows the standard of expensive to break and getting a large strength boost for multiple credits. But no longer needing to spend influence for Decoders from another faction gives it a high score from me.

Scud - 3 out of 5 rating
Peacock would get a 2 rating if Gordian Blade was a two pip card. Since it isn't, Peacock can save you six Influence by replacing two copies of Gordian Blade for the cost of a few extra credits against low-power Code Gates (Chum, Viktor 1.0, Enigma). I can't see why anyone other than Criminals would use it, though.

Toqtamish - 3 out of 5 rating
It is an okay card and it is good to help free up some influence in case you want to have something else instead of Gordian Blade. Just not sure I really like it. Much like other Criminal icebreakers you spend more credits for a larger strength boost but sometimes you don’t need that much strength and that just makes it seem inefficient. Still getting back that 9 influence is not something to look at lightly. I can see it possibly finding a home in Criminal decks.
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[CRB='forums/uploads/an/med_zu-13-key-master-what-lies-ahead.png']ZU.13 Key Master 14 out of 20

Nerdcore - 3 out of 5 rating
Though I like the cost, and it works well for making Toolbox even out faster, I’m a little not cool with the 1 Strength to start at. I think between the saved cost, it still just evens out. I think better options will come later.

NuFenix - 4 out of 5 rating
For one less strength but three less credits than Gordian Blade, and the ability to not take up any MU, this card is amazing. The only thing that keeps it from being a 5 is the fact that there are no low strength code gates in the game. So eventually the cost saving compared to Gordian Blade will be overtaken, but even then I expect this to be in the majority of Shaper decks.

Scud - 4 out of 5 rating
If you’re looking to update a deck that is currently splashing Gordian Blade and you’re going to be running cards that add link value because of all the new Traces, why not run this card instead? Yes, it is a bit weaker, but it saves you MU and credits (up-front, at least). It’s more or less equivalent to Peacock (costs a bit more to break Cell Portal and Tollbooth) but saves you the memory. I can’t see Shapers running this over Gordian Blade, but I think this may be the Decoder to splash for Anarchs and Criminals for now.

Toqtamish - 3 out of 5
I do like the fact it is really easy to get this to zero MU. This can help with some of the bigger MU requirements on other programs for Shaper like Magnum Opus. It can also allow you to have “backup” icebreakers. Most players tend to have 3 icebreakers out, one for each of the 3 standard types of ice. With the savings in MU on this card it can allow you to have an extra icebreaker out if needed. I can see that being handy as well for playing a card like Test Run which we have coming in two months. Or even used in faction with Chaos Theory with her +1 MU and the 0 MU for this card lets you have out so more MU heavy cards. Of course using these new Shaper 0 MU cards (Creeper is on the way) with Kate would be easier as she already has the 1 link strength and is currently the only runner that does so it makes her getting up to the 2 link required to get down to the 0 MU a lot quicker.

I also like the Ghostbusters reference.
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[CRB='forums/uploads/an/med_the-helpful-ai-what-lies-ahead.png']The Helpful AI 5 out of 20

Nerdcore - 2 out of 5 rating
You know, I think initially this could suck, but I think it could turn out good depending on the contents of the rest of the Cycle and how key it makes Traces to the game. However, until then, it’s going to be just kind of mediocre.

NuFenix - 1 out of 5 rating
This card disappoints me so much. It is fragile due to being a Resource, is unique so multiples can’t be stacked together, and whilst it can trash itself to give an icebreaker a strength boost for the turn, it is unlikely to be better than have saved the credits for boosting when needed.

Scud - 1 out of 5 rating
I want this to be good but then I see that little diamond by the card name and I know it just isn’t meant to be. It feels like the +1 Link is an afterthought to try to make the card seem useful. If it were one pip or an Anarch card, I might raise the rating to a 2, since it would combine well with Yog and/or Mimic. At two Influence, it’s a bust.

Toqtamish - 1 out of 5 rating
The fact this is unique pretty much kills my opinion of this card. If it was not the +1 link and the potential to use its ability would be great as I strongly expect link strength to become more important as things develop.
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[CRB='forums/uploads/an/med_plascrete-carapace-what-lies-ahead.png']Plascrete Carapace 11 out of 20

Nerdcore - 3 out of 5 rating
It’s not great for me. Even with the risk of Crash Space being a Resource, Crash Space keeps the tags that could trash it off the field with its Recurring credits. The way I think I’ll be bringing it in is if I’m worried about damage, but don’t have the Influence to spare.

NuFenix - 3 out of 5 rating
I went with 3 for this, because if the Corp has lots of meat damage it is a 5, but otherwise it is a 1. The fact that it is hardware means it is harder to be trashed, unlike Crash Space, which is a nice benefit.

Scud - 2 out of 5 rating
I wavered between 2 and 3 for this one. When it is useful, it’s very useful. When it isn’t, well, you can’t even Aesop’s it for a profit. I settled on a 2 because it is so specific currently, really only helping you against one card in the entire pool. I would rather use Decoy to scrub the Posted Bounty or SEA Source tag since that’s more universally useful. A good Tag’n’Bag deck is built to able to win via Agendas when necessary and the tempo you lose by installing one of these doesn’t seem to be worth it, especially since you really need two of them to ensure you can survive the three Scorched Earths Weyland is packing. If more meat damage becomes available, the value of Plascrete Carapace will rise.

Toqtamish - 3 out of 5 rating
Only reason this card did not get a higher rating is it can be rather situational as if you are playing a Jinteki or Haas-Bioroid corp its pretty irrelevant. But against NBN using tag-n-bag and Weyland this card is amazing and helps to shutdown their particular strategies and focus.
[/CRB]


[CRB='forums/uploads/an/med_haas-bioroid-stronger-together-what-lies-ahead.png']Haas-Bioroid: Stronger Together 10 out of 20

Nerdcore - 2 out of 5
This should read “To break Subroutines on Bioroid ICE, the Runner must spend 1c.” It’s not efficency in the traditional HB sense, but allows for a greater drain on the Runner’s resources over time. I’m split on it. I think it could be downright insane when we have the capability of all Bioroid decks, but right now, I’ll take the Core HB.

NuFenix - 2 out of 5 rating
Whilst a new identity is interesting, with no change in deck size or influence, and an ability that pales in comparison to the core set version, I just don’t see this offering as much as extra strength on bioroid ice. As more bioroid ice gets added to the game, this identity may improve, but for now I don’t think it will be popular.

Scud - 3 out of 5 rating
Hm. This one is a toughy. Who cares about the strength of bioroid ICE when the Runner can just click through, right? Although Remote Servers defended by several layers of bioroid ICE could certainly benefit from +1 strength. If I was going to try a fast-advance strategy using Mandatory Upgrades (and I will, oh yes, I will), I would probably run this ID instead of the Core Set ID. This feels like an ID that dictates a strategy (big Remote Server(s) power advancing Agendas), which isn’t bad but makes it less flexible.

Toqtamish - 3 out of 5 rating
This was the card I was anticipating the most as up to now we had not seen any new corp identities. I do like this card and its ability. I don’t see it being used quite as much as the core version as its effect is not as universal. However this one will get better over time as we get more Bioroid ice. The +1 strength boost could be huge for a very heavy bioroid ice deck and can also help you hold off the runner or force them to spend more credits to match the strength of your ice. However this would also mean it more likely the drawback of bioroid ice(using clicks to break) would be used more. Which again is not necessarily a bad thing as it forces the runner to use their clicks to break your powerful bioroid ice they cannot break with their icebreakers thus preventing them from using their clicks to do other things they might need to do or forces them to be unable to run as they cannot afford to use their clicks for breaking subroutines.
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[CRB='forums/uploads/an/med_mandatory-upgrades-what-lies-ahead.png']Mandatory Upgrades 20 out of 20

Nerdcore - 5 out of 5 rating
Though it is expensive, Mandatory Upgrades takes Haas to a whole new level of efficiency. It slides in great for Private Security Force, and beyond that, I think that Haas has the resources to pull it off and block the opponent from getting to it early on. Plus, it allows you to switch the advantage faster as you simply do more, sooner. One of my favorite elements is that it isn’t unique, meaning that if you want to, you can score two of them to help close out a game super fast.

NuFenix - 5 out of 5 rating
The advancement cost of 6 could put off many people. However, being worth 2 points it offers a solid alternative to Private Security Force, which is unlikely to have the ability used by the Corp. With a Biotic Labor or SanSan, it is possible for this to be installed and scored in two complete turns, although it would be pricey. Just be sure to have enough defense on your remote server, as a Runner may not think it is a trap and make a run against it. Being able to spend three clicks to remove all virus counters or use Melange Mining Corp and still have a click for something else gives the Corp tremendous flexibility.

Scud - 5 out of 5 rating
So. Great. Yeah, it’s a pain to score but once you get the first one, the next two get a lot easier. Six Advancements may seem steep but for this kind of return, it’s well worth it. Pairs really well with Biotic Labor. If you can get two of these out, it’ll pretty much be game over.

Toqtamish - 5 out of 5 rating
Awesome new agenda very appropriate to Haas-Bioroids theme of efficiency. That extra click would be very nice to have. The card is very expensive to get advanced which fits well with its power but once you do it makes any other copies even easier to advance to completion. If you could somehow get 3 of these scored you are pretty much set to win the game as you have 6 agenda points plus 6 clicks to use each turn. I know others will likely think its cost is too high but considering what you get in return it really is worth the investment.
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[CRB='forums/uploads/an/med_janus-1-0-what-lies-ahead.png']Janus 1.0 15 out of 20

Nerdcore - 4 out of 5
Knowing that I’m a bit of an HB nerd this card is amazing. With all the ways that Haas has to cheat it into play, the Runner is going to be facing a small hand very quickly if they don’t plan for it after the first run. The threat of it is sure to be enough to put the Runner off for a few turns as they build the resources to deal with it. Plus, it can lightning rod attention away from Archer and Tollbooth if you’ve put them into your R&D. I still think those are more effective, but this can end games if the runner isn't ready for it.

NuFenix - 3 out of 5 rating
Whilst HB have Accelerated Beta Test and Priority Requisition to put it into play, if neither of them happen then 15 credits is a massive swing for the Corp to spend on a piece of ice, which is what lowered the score for me. Until E3 Feedback Implant is released, there is no means for a Runner to use clicks to break all four subroutines, which is a constant threat to the Runner.

Scud - 4 out of 5 rating
Here we have a Barrier worthy of standing alongside Archer and Tollbooth. Four subroutines means that the Runner will have to have an appropriate Icebreaker to avoid taking a point of Brain Damage. The huge strength and sheer number of subroutines makes this a perfect target for Priority Requisition or Accelerated Beta Test - even without the element of surprise, this thing is a beast to get through. The only thing holding it back from a 5 is its three pips - if this were two pips, it would end up in every one of my Corp decks.

Toqtamish - 4 out of 5
Very expensive but there is ways around that like Accelerated Beta Test and Priority Requisition. Once it is out it is a huge hurdle for the runner that will basically force them to spend their clicks on breaking subroutines. And with 4 subroutines the runner cannot break them all and will be taking some damage unless they have a very powerful icebreaker. 8 strength (9 with HB: Stronger Together) is very strong. This card would be a prime target for an opponent’s Femme Fatale.
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[CRB='forums/uploads/an/med_ash-2x3zb9cy-what-lies-ahead.png']Ash 2X3ZB9CY 17 out of 20

Nerdcore - 3 out of 5
Sadly Unique, Ash does provide a single server impressive protection, and I imagine that we’ll see Ash run in a variety of decks as a one of because of its reasonable influence cost. I like the amount of prevention he applies and at a fairly strong Trace value, with a decent Trash cost. Should be all kinds of fun. This does wonders when running out of an NBN Rapid Advancement deck, especially when assigned to R&D or your main Remote server.

NuFenix - 4 out of 5 rating
The HB equivalent of Red Herrings, except I see this as being much better. Whilst Ash only works once they have made a successful run, being able to block the Runner from accessing all cards can be a much bigger halt to them. The Runner has just hit R&D with The Maker’s Eye or multiple copies of Medium stacked with tokens? Just make sure you rez Ash and win the trace, and it will be a disappointing run for them. If only Ash wasn't unique...

Scud - 5 out of 5 rating
This is an awesome card. If you use it in a Remote Server where you have an Agenda, you can keep that Agenda safe if you can outspend the Runner. If you use it in a Remote Server where you have, say, an unrezzed PAD Campaign, you can get the Runner to spend an awful lot of credits to not do very much at all. At two Influence, I expect to see this get splashed into all kinds of Corp decks.

Toqtamish - 5 out of 5 rating
This card is really good. The fact that he has a trash cost of 3 will really make it a tough choice for the runner or even not able to afford to trash him depending on the difficulty of the run to get through the ice and how much they spent on the trace. It can really shut down the runner and hurt their economy forcing them to rebuild and giving the corp more time to score a win. Even though he is unique I think I would put 3 in my deck, at the least 2 as you do want to draw this card as soon as possible.
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[CRB='forums/uploads/an/med_braintrust-what-lies-ahead.png']Braintrust 17 out of 20

Nerdcore - 4 out of 5 rating
I love the concept of the 3+ Agendas. I can’t see them being run in multiples, but as a single in each deck their utility power is amazing. Braintrust is fantastic, and definitely rewards your investment. For a while, you’ll be able to get away with it because people will be super paranoid about you dumping a lot into a single server and won’t run cause of Junebug, but after that, it’ll definitely allow for you to set up some bad runs for the opponent. I think we’ll see this encourage Jinteki to be played a lot more.

NuFenix - 5 out of 5 rating
Finally, Jinteki have an agenda that does not require 4 or more advancement counters! Even if it is only advanced for 3 and then scored, it gives as many points as Nisei Mk II and Private Security Force, but saves a click and a credit for elsewhere. Alternatively, building it up can pay off in the long run. Is that face down card with 4 counters a Braintrust, or is it Project Junebug? Are you willing to take the risk?

Scud - 4 out of 5
In any other Corp, this would be a 2 or 3, but Jinteki desperately needs an Agenda that benefits from over-advancing so that they can disguise Project Junebug. The ability on this one is pretty sweet, too, allowing Jinteki to save credits to spend on Snare!, Project Junebug, and any other traps they splash.

Toqtamish - 4 out of 5
Continuing Jinteki’s creepy art theme here I see. Very strong card especially if you manage to hold off on scoring it for an extra few clicks increasing the discount you get for the rest of the game for all ice you rez. That discount can pay off very quickly. This would be one I would want to score early to get the most use out of its discount.
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[CRB='forums/uploads/an/med_snowflake-what-lies-ahead.png']Snowflake 8 out of 20

Nerdcore - 2 out of 5 rating
Though I wish it was stronger, the Runner has to spend to continue and then has to guess how much you are willing to bet on their intelligence. I see this resulting in a lot of runs. Honestly, my favorite part about the ICE is the fact that the effect is spend. The runner will have to spend credits and this can disrupt their early game. The downside is naturally that you also have to spend credits. I think it can replace Wall of Static for Jinteki, as they only have a 33% chance of continuing the Run, but it is easily broken.

NuFenix - 1 out of 5 rating
Whilst the entire game is built around mind games and trying to out-think your opponent, the cost vs reward for Snowflake just doesn’t cut it for me. Having to pay most times it is ran against to reduce your credits is what the Runner wants, and breaking a strength 3 barrier won’t be hard for them. Look elsewhere for cheap ice.

Scud - 3 out of 5 rating
I think this is better than it seems on paper. It has a Strength of 3 for a rez cost of 1, which is pretty okay. Corroder and Battering Ram have to pay 2 get through (Aurora, if you insist on running it, pays 4), so the Runner might be tempted to try her luck with the subroutine and the odds are in the Corp's favor that the Runner will choose incorrectly. This is a strong piece of early game ICE. You can cost the Runner credits no matter what, as long as you are willing and able to pay.

Toqtamish - 2 out of 5
An interesting card fits well with Jinteki and their sneaky kind of theme they have going. I can see it working fairly regularly. It has a strength of 3 for 1 rez cost which is good for the value. It also seems very situational. Could be good but it just seems very unreliable for a way to try and end the run.
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[CRB='forums/uploads/an/med_restructured-datapool-what-lies-ahead.png']Restructured Datapool 17 out of 20

Nerdcore - 5 out of 5 rating
I can’t even express how much I love this card. Giving NBN a halfway point, plus letting them start to drop tags regularly gives so many of their cards better effects that I’m just pleased as punch to see it out. I think we’ll see a number of super aggressive NBN tag n’ bags as a result. This with a Data Raven can allow you to quickly power Psychographics into a very competitive, playable card.

NuFenix - 4 out of 5 rating
On the same scale as Priority Requisition, it means that NBN have a repeatable means of giving the Runner a tag, and the only way they can protect themselves is to beat the trace. The problem is once one copy has been scored, there is no compounding reward, unlike the other new agendas.

Scud - 4 out of 5 rating
The ability to initiate what basically amounts to a tag-bestowing Trace4 (with NBN’s recurring credits) for a click is pretty huge. Closed Accounts anyone? You’ll want more than one in your deck so that you’ll draw it but scoring more than one doesn’t give you any extra benefit. It’s high Agenda Point value means you’ll want to score the second copy if you draw it, though, which is a bummer for the usual NBN fast advance style.

Toqtamish - 4 out of 5 rating
Being able to initiate a trace on the corps turn is huge for them. This can help with any of the cards that require the runner to be tagged. If you have a runner that is smart about avoiding them they will be hard pressed to avoid this one as long as you invest some credits in to making sure it goes through. It is also worth 3 agenda points. For 5 advancement tokens you get a really good card. This card helps with being able to Scorched Earth the runner, doing meat damage from Private Security Force or even just Closed Accounts. Having this in a server with SanSan City Grid would help to speed it out.
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[CRB='forums/uploads/an/med_tmi-what-lies-ahead.png']TMI 12 out of 20

Nerdcore - 3 out of 5 rating
Again, I’ll need to see play on this one, but a forced trace (Which can trigger “If you successfully traced the Runner last turn” effects if/when they release) is always fun, because the Runner will have to spend money. Forcing you to respend the credits may be worth it to the Runner, so they may play ball. This again, gives a faux Tollbooth effect, forcing the runner to pay at least 2 to continue, even though they still come out ahead on the run. It suffers in a matchup against Shaper.

NuFenix - 3 out of 5 rating
This ice is hard to value, as there is a debate awaiting answer in regard to if it is de-rezzed after failing the trace, can you try to rez it again right away? If so, it is a cheap and easily splashable barrier with a solid strength, and worthy of a 4. If you cannot rez it again immediately, then I would only give it a 2 as it may either never rez, or cost too much to get it rezzed.

Scud - 3 out of 5 rating
I am just going to go with common sense and assume that the Corp gets one chance to rez TMI each run (there is debate that the Corp can keep trying to rez it until they win the Trace, which is silly, since that means there is no drawback. This is a solid piece of ICE for NBN that might cost the Runner credits either way (depending on her Link strength). Low cost for high strength and with the recurring credits from their faction ability, NBN can make this a Trace4 without spending a single actual credit. I expect to see this used very successfully in NBN decks but not splashed much even with its one pip Influence cost.

Toqtamish - 3 out of 5
Really not sure how to feel about this one. It’s cost is 3 plus you probably have to invest some credits to make sure it does not get derezzed by failing the trace. It is a card you would have to make sure you are ready to pay the costs of because rezzing it and then failing the trace would be a huge setback. The 5 strength is good and the fact that is end the run subroutine.
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[CRB='forums/uploads/an/med_project-atlas-what-lies-ahead.png']Project Atlas 20 out of 20

Nerdcore - 5 out of 5 rating
Storing even a single Counter on Project Atlas means the runner is going to have to take a long, hard look at what they’re doing. It’s Weyland, they know you’re out to nuke their apartments. They are going to have to think about every single action and tag that comes their way as soon as you score this with 1 extra counter. Granted, 2 is gravy, but the one is enough. Did we mention it’s a great way to eliminate excess Agenda cards in the Weyland deck now? Fantastic!

NuFenix - 5 out of 5 rating
Regardless of the build of Weyland deck, I feel this should be an automatic choice. Going for tag and burn? Make sure you get Scorched Earth in hand. Building up your defences and a solid wall of ice? Look for Archer or Hadrian’s Wall. Being able to look for cards for the risky investment of 1 click and 1 credit per card you want? Bring it on!

Scud - 5 out of 5
Pretty soon, Weyland is going to be able to pull of a killshot without spending a click other than to play Scorched Earth. Saving the click one would normally use for Aggressive Negotiations allows you to drop three Scorched Earths in one turn. “Hey, is that a Plascrete Carapace melted onto that crispy corpse over there?” The versatility this card gives you is great, too. It allows you to smoothly switch gears from flatlining to Agenda scoring without a hitch, grabbing the cards you need when you need them (like right after the Runner has installed three Decoys, two Crash Spaces, and a Plascrete Carapace in a pear tree).

Toqtamish - 5 out of 5
Very strong ability especially if you can stall a couple of clicks before rezzing. The ability to search your R&D for those cards you need is great. If you need some ice go find them. This card is especially good with something like Scorched Earth if you have yet to draw one of your three copies get this out, search Scorched Earth, show the runner and watch them go “oh $%^&” and laugh maniacally. Also works good for those games you are having trouble getting your ice in your hand or really whatever you are in need of at that time. Being able to search and draw the answers you need for that game is huge advantage.
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[CRB='forums/uploads/an/med_caduceus-what-lies-ahead.png']Caduceus 12 out of 20

Nerdcore - 3 out of 5 rating
Thank you for Shadow 2.0. I never liked Shadow, and it’s great to see a goofy effect like Gain 3c be a trace success. The Runner may or may not pay for the money, and even if you barely push it out of range to strength 5 or 6, you still come out ahead or even. Beauty. Then if you get into the second routine, you can spend that for a free trace that ends the run. It’s pretty solid, but I think if the Strength was higher it’d be better.

NuFenix - 3 out of 5 rating
A solid alternative to Shadow for Weyland for the same cost, and potentially giving more credits on top. Whilst it cannot give tags, being able to end the run instead can be more beneficial whilst getting setup. If the Runner doesn’t increase their base link, this could be an absolute nightmare for them. If they do however, replace this quickly.

Scud - 3 out of 5 rating
I'm really unsure of my rating on this one. It seems like a pretty great little piece of ICE for a Corp that usually has buckets of money, much better than Shadow. The Runner fights the first Trace or gives you more money with which to run the second Trace. Either way, you have more money when the second Trace rolls around (assuming you didn't spend 3 or more credits on the first Trace). Once the Runner has his Sentry breaker in play, Caduceus isn't much of a speedbump but there is always the possibility that she doesn't break the first subroutine to save herself a credit.

Toqtamish - 3 out of 5 rating
A decent piece of ice especially for the fact that if the first subroutine trace is successful you can use those 3 credits to help end the run. Also a trace of 3 forces the runner to spend some money to try and stop it from letting you get those credits. Of course if they fail they have then made it even harder for them to beat the end the run trace. I’m not sure how long run successful this card will be as with the emphasis on trace this cycle I can see link strength becoming more important for runners and they will start to play more cards to boost their base link strength thus making this card harder to be effective.
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[CRB='forums/uploads/an/med_draco-what-lies-ahead.png']Draco 13 out of 20

Nerdcore - 4 out of 5
This is going to give every Anarch out there headaches, and Shapers and Criminals more to think about. My favorite is the pay-in feature of the Ice, letting you pick how strong it is and determine what they have to deal with. I’m game.

NuFenix - 3 out of 5 rating
The flexibility of getting what you pay for with this piece of ice is good, so you can pay as much or as little as you need to compete with the Runner’s icebreakers. Plus it not only ends the run much like Caduceus, but tags them as well. Once again however, the value varies depending on much Runners start to use cards to increase their base link value.

Scud - 3 out of 5
Another "damned if you do, damned if you don't" piece of ICE for the Runner to deal with. You can jack thee strength up so that the cost to break it is prohibitive and then still cost the Runner credits to get through. It's specific value in any game will depend on how heavily the Runner invests in Link strength boosters, though.

Toqtamish - 3 out of 5 rating
I want to rate this card higher but even though you can possibly depending on your credit pool boost this to the point the runner cannot break the subroutine and is forced into the trace, it is only a trace 2 so you will need to invest some in to it. Now if the trace does go off it is a really good trace as not only do you tag the runner you also end the run. However as I have said a few times I see link strength becoming more crucial to the runners and thus reduces this cards effectiveness. If nothing else this is another card that will likely push the runners in to the realisation they need to increase their base link strength.
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41 Comments

Great stuff, guys. As a Weyland player, I'm really enjoying this pack. Project Atlas is, obviously, completely off-the-hook bonkers, and I think Caduceus is extremely good as a piece of early ICE. Even if you don't boost the traces, it represents a five-credit swing per run (until the Runner builds up his/her link strength). That allows you to leverage tagging cards like SEA Source and Draco more effectively. It's bad against Mimic, but very solid otherwise.
Great article.

Sent from my Spinal Modem
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cooperflood
Dec 17 2012 08:09 PM
Guys your reviews don't include my favorite runner card in the data pack: Imp.
I think the fact that Imp isn't in the article is a simple editing error - I know we all wrote comments about it. To spoil mine, I, too, feel it is the best Runner card in this pack.
Glad you liked it folks and yes Imp should be there as we all did review it.
I know for certain I gave my thoughts on it - Needless to say, it went down well ;)
@Scud: I sent this in to FFG a couple of days ago; Lucas confirmed that you can keep rezzing TMI in step 2.3 after it is derezzed by its own ability.
Imp is now in the review. It must have been some dastardly corp trying to suppress information about it, and certanly not a copy paste fail on my part :D
    • rafastr likes this
@Saturnine: I'd still leave it at a 3, though. You have to pay 3 credits just for the privilege of trying to win a Trace. Not a terrible piece of early game ICE but not a great one, either.
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ironchefzod
Dec 18 2012 06:02 PM
I think you are overrating Imp. It's a great card, but only if you run Medium and also have virus counters on those Mediums. It's good with Maker's Eye too, but not as vital as you don't need the Imp's ability to cycle more cards for back to back R&D runs.

I also think you have underrated Morning Star. It's cost effective and affects all barriers with an Ice Carver out. I'd put one in every Anarch deck along with a couple Corroders and splashed Special Orders. This way you can grab it if you want it. It is a little expensive to initially play, but against any large barrier it nets you a cost savings on your second run as compared to Corroder. And yes it costs 2MU and Anarch running heavy Virus needs a lot of MU, but Virus decks are pretty bad right now. They are just too slow. Against a good corp deck your deck comes online just in time to get a couple good runs off before you lose.
Imp can trash cards that are untrashable. Like, say, Scorched Earth out of the Corp's HQ. Or a Tollbooth or Archer or Janus 1.0. Imp is definitely NOT just for Medium-fueled R&D runs. It works really well in that capacity but it is much more versatile than that.
I think Imp is 5/5.

Being able to trash anything accessed anywhere is just incredible.
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ironchefzod
Dec 19 2012 04:04 PM
I said Imp is a great card. When I say I think you overrated it, it's by like 2 points out of 20 It's great in Anarch but costs too much influence to call it a 5/5.

I wouldn't run it in Criminal, but might in Shapers, but there a lot of other cards it would have to beat out to get that spot.

Also Imp is only good if u can access multiple cards in R&D or are afraid of specific cards being held in HQ. Right now the only cards that have a chance of staying in HQ and not being put on the board are certain action cards- Scorched Earth, SEA Source, Closed Accounts, Archived Memories, etc. Criminal and Shapers have access to Decoy or Plascrete Carapace at cheaper influence to avoid most of the HQ card issues so the deciding factor will come down to how much benefit they get from Imp in relation to R&D cards. Answer- not a whole lot.

As a result, I see Imp as a great card, but not a 5/5.
It's more the fact that once it is in play, you can now trash anything you access. How many times have you run HQ and saw something like a Tollbooth, Archer, Scorched Earth, etc? Without Imp you can do nothing. Last night I experienced it multiple times. I accessed HQ and it was Enigma, I already had Yog.0 so I didn't care. The next run at HQ it was a Tollbooth. I used Imp and it was gone.

I do agree with you that it's not a great card to splash- but out of faction you wouldn't have Medium and Djinn all in the same deck as well- unless you were going for some kind of crazy combo deck.

I actually think it's pretty poor out of faction so I would clarify with:

Anarch: 5/5
Out of Faction: 2/5
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ironchefzod
Dec 19 2012 07:08 PM
I'd agree with that as I don't see Anarch ever not running it.
I really don't see why Imp is so highly regarded, it's only really useful in situations where you can hit R&D or HQ more or less at will. For removing assets/upgrades, Whizzard is a far more appealing option, and expecting it to remove good cards from HQ with few hits is naive at best. Running it with Medium sounds appealing, but if you have a Medium out and can hit R&D that easily, you're probably winning anyway, and Imp won't help against anything the Corp could do to shut the Medium down. I can't ever see myself running it out of faction, and would be very sceptical of running it in faction. I'd rate it lowest out of all the Anarch cards.

I'll be shocked if the good Anarch decks are running it when we've seen a couple more data packs in a few months time.
@NDBurns - Imp can trash the untrashable, like Archer or Scorched Earth. And it's a Virus, which means A) It is extra-retrievable with Deja Vu; and B) It mills the top card of R&D when you install it (when playing as Noise, of course). While A) is awesome, B) is more to the point - you really don't care what you are trashing if you are simply trying to run the Corp out of cards. A Virus that trashes anything does double duty in a Noise deck focused on milling the Corp and it is really useful in other situations, as well.
    • Toqtamish likes this
That smiley face is supposed to be B )...
@Scud - It'll trash an Archer if they have one on top of R&D, but if you can't hit R&D you'd rather have just about any card in your deck (Medium has the same problem, but is far more powerful if it get's going). And you're just as likely to hit Wall of Static or Enigma, do we then waste one of our trashes on it, or let another turn go? It being a virus might be just about enough to get it into an Anarch deck right now, but when we've see another couple of viruses that actually do something, I doubt it'll make the cut.

What are you other situations in which it is really useful? I'm hard pressed to think of one which doesn't imply that the corporation has played or drawn poorly, and left HQ or R&D very vulnerable.
@NDBurns - You are right, Imp is only good if you can hit R&D or HQ. Which is the same as, say Medium, only better, since Medium only works if you hit R&D. The Corp loses the game if they run out of cards. If you are playing noise and running a full compliment of Viruses (Parasite, Datasucker, Medium, Imp), then you are milling one card everytime you install one. Then you have Demolition Run, which works great with Medium. Now you also have Imp, which works on HQ, too! If I can get into HQ two times in a round (or three if I installed Imp when I have Grimoire in play), I'll do it and trash just about anything, especially if I still have a Deja Vu or two in hand or in my deck. Taking the Corp from five cards to two or three in hand is great. It means they are more likely to draw a card for a click, which means they just lost another turn from the end of the game as well as an action right now. Cards are a resource and denying them to the Corp is a good thing. Yeah, it would be great if you could trash an Archer everytime, but taking out a Wall of Static or an Enigma, especially in the early-game, can keep them from gaining tempo.

I stand by the 5/5 rating for Imp.
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If you can get into HQ two or three times in a turn, then Imp will still only trash one card per turn. Taking the corp from five cards to four in hand is really not impressive. This is not going to break the corps back any more than you hitting an upgrade when running HQ.

Saying Imp is easier to get value from than Medium is wrong as well, because Imp is only effective if you can break into HQ or R&D cheaply, it's effect is far too small to justify breaking through a tollbooth for. Medium on the other hand has a very powerful effect that can certainly be worth paying to get, especially as each hit means the effect is even better next time.
@NDBurns - I'll start off by saying that we're at an impasse and I doubt we'll ever agree. However, I want to point out that you don't run HQ specifically to trash things. You run HQ for the same reason you would ever run HQ: to tryto steal an Agenda (if you think the Corp is holding one or more) or to get some free credits if you're Criminal. Imp just gives you more options when you do run. Now those "useless" HQ and/or R&D runs where you just hit some Ice aren't so useless. Now you're able to deny some resources to the Corp even when you wouldn't usually be able to. I ran two Imps in my Shaper deck last night, just for kicks and I was able to toss out both of my NBN-playing opponent's SEA Sources, a Tollbooth, and a Hedge Fund at various points. Those runs would have been wasted without Imp.
    • JayKilljoy likes this
For the folks that don't like Imp then please don't run it. I'd prefer for the runner to not have the option of blowing up my San San for free, trashing my agenda from under a Red Herring trigger, ripping Scorched Earths from my hand and fixing my draws so I can't adequately protect my R&D (running and trashin relevant Ice - I've been locked out that way once or twice).

The card isn't the best thing in the Anarch arsenal but it is certainly worth packing. if you are theory crafting that is it is a dead card then I suggest playtesting with it a time or two before dismissing it. It can seriously do things that nothing else in the game can do right now.
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ironchefzod
Dec 24 2012 04:31 AM
Imp is good, but milling? Seriously? If a runner deck ever decks one of my corp decks with the current population of cards, I will eat my foot and quit playing all CCGs forever. Imp's ability to trash is only good to remove cards to search deeper into R&D faster. You aren't going to win by milling/decking the corp. You win by moving the crap you've already seen out of the way so you can dig deeper with Medium. You can also just run on HQ 2-3 times during a turn and trash whatever you pull to concentrate the agendas in the corp's hand for the next run on HQ during the turn. This of course assumes the corp has has an agenda in hand.
    • wedgeex likes this
I can see making a deck based on milling now, but if the corp figures out what you are doing they will just defend the hell out of R&D and shut you down.

I've played at least a hundred or so matches for A:NR and only seen the corp get close to being milled a couple times. Usually Anarch with a huge Demo Run + Medium + Noise.