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Android: Netrunner LCG
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Yesterday, 07:38 PM by Accelerandom
Good substitute for Diesel/Quality Time in an Anarch deck, along with Deja Vu to retrieve the lost viruses.
Yesterday, 06:34 PM by Him
Great with Modded too.
Yesterday, 04:13 PM by KillerShrike
I'm not questioning the value or power of tutor effects; obviously tutor effects are generally good, that is card game 101.
I'm questioning the value and power of this particular tutor effect, as it is more niche and less efficient than the other tutor effects available...so much so that normal levels of increased card draw already found in many decks will often prove to be a more reliable way of getting the desired card.
Is it a virtual auto-include in certain decks like SMC? No. Is it a go-to card in and out of faction like Special Order that can slide into almost any deck? No. Are there some uses for it in decks that fit a certain profile? Maybe. Is it a strong card in a very specialized niche deck? Maybe.
To me, Plascrete is probably the most compelling reason to play Trade In at all as it is a card that will save you vs tag & bag and is useless in most other match ups. In the games you need it and you need it now, it's worth it to sac something useful but not essential to it. And in the games you don't need it, it might be worth it to install Plascrete to feed it to Trade In to go get something sufficiently strong.
So, the target deck would run Plascrete, some other misc hardware, and another piece of hardware that is worth the overhead of tutoring for it. Maybe 2 copies of Plascrete, 2 copies of the other "desirable" pieces of hardware, maybe 2-6 other pieces of hardware, 2-3 Trade Ins. That's a lot of deck slots but, it is an option and it might save you from getting burned out sometimes.
Trade In probably fits well into a Replicator deck if the card slots are available as it already fits the profile of a "good fit" for the card, and there is some synergy there as having some extra hardware that could be sac'd is already a "natural" outcome of using Replicator.
But zooming back to look at decks in general, Trade In is not as useful or as splashable as many of the other tutor effects, and it does not naturally fuel certain game-winning strategies in the same way SMC does or synergize with certain powerful cards in the same way that Test Run does. Etc.
Peoples mileage will vary, obviously, but looking at the top decks today and then looking at this card I don't see it becoming a thing in the current card pool and meta. I could be wrong. As the card pool grows it might become "the answer" to getting some new uber hardware into the game. Until then, I expect to see this card sit in my card box.
Yesterday, 03:39 PM by KillerShrike
Maybe just an unnecessary ad hominem attack? Way to be classy.
I don't think it's news that Q-Coherence Chip is generally regarded as a bad card. It has an unfortunate ruling associated with it that renders it even more suboptimal than it's text already does (see below). It carries a 2 rating on this site, and it is generally panned in set reviews.
By all means, even bad cards can be put to good use in the right deck, but including weak / sub-par cards in your deck makes your deck worse than it otherwise would be, and if you are doing it for the express purpose of having some fodder to sacrifice to fuel some other effect...particularly if that effect can otherwise be realized more effectively without resorting to suboptimal includes...it is even worse.
So, hey; go ahead and include them in your deck and sacrifice them to trade in if it makes you happy. You're welcome to your opinion of course, and there is no "bad fun"; I just don't happen to agree with you. I await the day your Q-Coherence Chip / Public Terminal + Trade In deck lights the world on fire with its pure awesomeness.
The recently spoiled card Q-Coherence Chip reads "Trash Q-Coherence Chip when a program is trashed." Does that apply to programs trashed from the Runner's grip (due to damage and/or discarding) or only to programs trashed from in play?
Thanks for the question. Yes, that does apply to programs that are trashed while they are not installed. Hope that helps,
Yesterday, 01:10 PM by ashtaroth
Granting Shapers the ability to run just one copy of Desperado sounds pretty cool to me. With the new console Astrolabe you won't mind to much swapping it for an R&D Interface late game (in both the cases where you got Astrolabe late or early). You can also reduce the copies of The Toolbox, since the second one is always a brick, but you'd like to see one often enough.
Blue Sun: Powering the Future
Yesterday, 01:02 PM by OrxianSedai
This ID makes Weyland viable, yes, but there's nothing broken about it. Besides providing a few decent combos ( which other factions have in plenty, corp and runner alike ) it doesn't offer that much. There're plenty of ways to deal with big ICE these days not to mention Nasir ( 14 creds for curtain wall, thank you ) also Social Engineering. It's also quite weak against aggro runner, since your ability lets recycle ice in one place and you loose clicks for re installing. Also this ID doesn't provide that extra cred for transactions.
Yesterday, 11:01 AM by EdTheMad
I'm pretty sure that Meadbeard is correct.
Yesterday, 07:53 AM by Nerdmeister
Used the chip to great effect myself. Maybe just crap cards to crap players?
Yesterday, 06:26 AM by TheGreasyThumb
I agree that this hints at new Anarch deck archetypes. I think that building overly virus reliant decks has been a mistake until now (even Noise cares about installing viruses more than running them). This nerfs the corps' built in counter. I think the challenge with this is going to be to build a deck that regularly builds up dangerous viral threats, whilst also having ways to take advantage of the Corp being broke.
Yesterday, 06:15 AM by TheGreasyThumb
I think it compares really favorably to commercialization. Commercialization rewards you for building a giant ICE with a million advancement tokens on. That's not something you do unless its your deck's whole plan, and even then commercialization only pays back your credits invested. By contrast, most corp decks are gonna want to Rez a bunch of ICE over the course of the game. Getting paid for something you would have done anyway is great. Weyland glaciers are definitely a thing, so they can find a use for this without it being a transaction I think.
Blue Sun: Powering the Future
Yesterday, 03:19 AM by LCGAddict
Okay, if no-one else will say it, I will: this ID is stupidly powerful.
Combined with Oversight AI (with, say, Curtain Wall or Janus) this is 3 clicks for 13-14 credits.* Not to mention the added gain in being able to rearrange and rerez Ice. Also extremely good in combination with The Root. This is miles ahead of any similar ID ability. You don't need to do that much in order to have all the credits you need for the game, so don't expect that Corp would need to use this ability every turn - just a few times. (I have playtested this and it is every bit as ruinous as it looks on paper.)
Expect to see this ID ruin tournament play for a while, until it is either hosed or (better yet) banned.
* Supporting Calculation: There are 2 clicks to play the Ice with Oversight AI on it and 1 click to draw to replace loss of Oversight AI. Gain 14-15 credits minus 1 credit for cost of Oversight AI.
Oct 20 2014 07:08 PM by KillerShrike
This is a frustrating card. Obviously, if you are going to include it at all, it is a 3-of to get it on the board early and to stack up the effect as the game progresses.
However, at least in the games I play as Anarch, the Corp purges viruses maybe once or twice a game. Three times at the outside.
Now, I have been in a few odd games where the corp kept purging to save a key piece of ice from parasite or to floor Darwin, but those are edge cases and not business as usual.
So is it worth 3 card slots to ping the Corp for between $0 to $10 a game, and further to give the Corp control over the tax's trigger (i.e. the Corp owns the decision to purge or not purge and thus whether to pay the tax or not)? Generally, I would say "no".
The next thing to look at is tempo. Getting purged is a tempo killer for Anarch. The Corp takes a full-turn tempo hit, but if it takes the Anarch several turns to recover their board state to equivalent potency the Corp still "wins" that tempo shift. But imposing some click equivalent credit impact helps tilt that over towards a break even. Yet...the 1 click to draw plus 1 credit and 1 click to install hit to get a Fester into play in the first place works against this. So, I would still say "not worth it".
If the card didn't say "IF ABLE", it could be possible to combine this with more general econ denial and functionally turn it into "the corporation cannot purge viruses this turn because they can't afford it". However, it does say "if able" so there is anti-synergy with Vamp, Account Siphon, and Reina Roja type tricks as a broke Corporation might as well take the opportunity to purge viruses thus dodging the Fester tax.
So...yeah...in the current card pool the only compelling cases I see for Fester are 1) you are installing multiple copies of Datasucker and spamming virus counters on them via frequent runs and therefore are more vulnerable to more frequent than usual purges, 2) you are relying on Medium or Nerve Agent for multi access as your primary win condition and getting purged can cost you a game, and 3) you are using Darwin as your primary breaker and getting purged locks you out of servers for several turns while virus counters rebuild.
However, some of the spoiled cards for Anarch reveal that virus counter shenanigans are on the rise, and Fester will definitely become a card to consider in the next few months as the new cards roll out.
Oct 20 2014 06:50 PM by KillerShrike
Sort of comparable to Commercialization as a mid to late game burst econ card.
I just wish it were also a "Transaction". Seems like it should be, and it would slot ok into some core set Weyland decks.
I'm planning to (finally) make a Foundry deck when Next Gold and Merlin are available, and this card is an auto-include for that notional deck.
Oct 20 2014 06:35 PM by KillerShrike
I'm on the fence on this one. This would make my Noise deck patently WORSE, which prebiases me against it.
BUT, I could certainly see combining this with expensive to install programs or maybe Overmind as main breaker and pairing it with Retrieval Run and Clone Chips, plus maybe Planned Assault and Same Old Thing. Parasites to kill off Wraparound and Swordsman, maybe David, maybe E3, maybe Pawnshop, maybe Deja Vu as a safety net. This card then becomes primarily card draw; and when it does happen to trash a program it just enables Retrieval Run. Might be a good vehicle for Quetzal.
It packs a lot of efficiency into one card, which is something I like. It just does it in an unpredictable way, which is something I don't like. I have a feeling that when I need credits I'll get draw and when I want draw I'll get credits and trash programs I actually want in hand. Murphy's Law.
Basically, I'll have to try it out before rating it.
Oct 20 2014 06:26 PM by KillerShrike
That's my understanding of how it works, but I'm not sure if there has been any official confirmation. The wording could be a little better to be sure.
Oct 20 2014 06:22 PM by KillerShrike
It's nice to have options, but...this card is just not good generally speaking, in my opinion.
A tricky-trappy deck with porous gauntlet ice generally is going to have a more difficult time scoring a 5/3 in the first place. And then once it is scored, it will sit there in the scored area plain to see.
Basically, traps work best versus less skilled or overly aggressive players, or when the Corp is sitting at game point and thus the Runner has forced plays. Better players are adept at dealing with the board state. When this card is scored the Runner is aware of the board state it creates, and can play around it unless the Corp is at game point and their plays are being forced...which is exactly the same case as when this card is not scored. So what does it add exactly?
If this were attached to a 3/1 with say 1 token that would be a maybe-include in a core set Jinteki deck where it serves a dual purpose of effect + net damage. But at 5/3, in a faction that has Future Perfect...um not so much.
Oct 20 2014 05:35 PM by KillerShrike
SMC doesn't just tutor, it does it at INSTANT speed including in the middle of a run. Paying $2 for the ability to go fetch the breaker I need right now is totally worth it, and not losing a second click is a nice side benefit.
Hostage grabs connections, but does not trash an installed connection to do it.
Planned Assault grabs a run event, no trashing or other wasteage of resources, and enables several synergistic combos like indexing + makers eye or account siphon + vamp when you've just got one or the other in hand. It also basically doubles the number of a particular run event you might have if you are trying to get around the 3-of limit on a particular run event...like say account siphon. Due to the strong effects and one shot nature of events this is significant.
By comparison Trade In has conditions on its usage, and is suboptimal in its overall costing.
Oct 20 2014 05:24 PM by KillerShrike
Both of which are crap cards. Wasting deck slots on crap cards to tutor a piece of hardware in the games where you happened to have drawn the crap card and Trade In before the hardware you actually want is not a good strategy.
Also, Public Terminal says: "Use this credit to play run events.", so...no it can't pay for Trade In. You might be thinking of the much better Prepaid Voicepad. And, if I'm running Prepaid Voicepad in a deck it is part of my economy and I am not going to want to trash it to Trade In generally speaking...particularly in the early and mid game when I would most likely want to tutor up something.
Oct 20 2014 12:46 PM by Nerdmeister
Public Terminal (even use it to pay for this event) or Q-Coherence Chip comes to mind
Oct 20 2014 05:09 AM by KillerShrike
So, obviously very strong effect, but needing two sources of stealth credits per 1+ Strength sentry encountered per turn relegates this to a niche card in my opinion. A deck dedicated to making stealth breakers work will obviously flog this for big results, but this is not splashable or swappable for any existing breaker except dagger. Adding this to a deck commits you to dragging in three to six other cards minimum to generate the necessary stealth credits.
So, yeah, awesome power level, but not broadly usable or pragmatic.
It could be a thing to run this with Faeries for the early game and then switch over to switchblade once the silencers and ghost runners are on the board, but that's even more card slots.
I'm glad that alternate breakers are coming out, but on the other hand my problem with the alternate breakers that require support cards is that card slots are easily the MOST valuable resource of my decks and I want solutions that have the BIGGEST effect with the SMALLEST possible footprint. The ratio of effect to card slots should be favorable in other words. Any case where I can get work done early in the game with the fewest card slots possible allocated to it is preferred over something where I can get the same job done more efficiently but with more card slots and a longer set up.
So...maybe I'll make a new Criminal deck and run Switchblade, or maybe I'll make a new Shaper deck and try to get Stealth to work reliably, but I'm not going to take one of my existing decks and just swap out some Ninjas or Garrottes or Femmes for Switchblade...and thus I can't go over a 3/5 on this card as while it is obviously the most efficient and powerful sentry breaker yet released, I'm personally not winning or losing games simply because I can't cut thru sentries for a few bucks cheaper in the mid to late game.
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