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Android: Netrunner LCG
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Daily Business Show
Yesterday, 09:04 PM by kiloecho
This may help you if get agenda flooded in HQ.
Yesterday, 08:54 PM by kiloecho
I could see perhaps putting this in my Noise deck, as a way to move me towards decking the Corp. Especially if I can get this out early.
I am also really interested in where these Shards are going. I hope they create some cards that allow you to pull them out of your stack on demand. And perhaps a major advantage to having all of them in play, or an alternate win condition based on that.
I am really interested in the backstory of these Shards, and I am hopeful that FFG will expand on them.
Nov 22 2014 09:19 AM by KillerShrike
From a design stand point, I like this card. A lot of space here to make interesting decks. I think it would have been better as a grey 4/2, to shake up the meta a bit. But HB has some nice swingy agendas to target with this.
I don't currently have a deck this would slide into, but there is a deck for this card somewhere. It will be interesting to see what people do with it, if anything.
Zona Sul Shipping
Nov 22 2014 09:15 AM by KillerShrike
Way too slow, and way too easy to get rid of. And a dead draw later in the game.
If it were a connection there would be secondary reasons to play it that might compensate for the card's lackluster utility. But alas, it is not.
No thank you.
Nov 22 2014 09:13 AM by KillerShrike
I just don't like this card. Too much variance on a limit 1 per deck card, with an effect that is overall pretty weak unless spammed. Every now and then it might snipe the game wining agenda, but most of the time it's just an annoyance to the Corp.
It does have some ability to disrupt combo decks, but other than that...
Just not worth it, most of the time.
Nov 22 2014 09:09 AM by KillerShrike
Not loving this...yet. But I'm confident that Order & Chaos will offer more Weyland barriers and a chance to exploit this card more thoroughly.
Snatch and Grab
Nov 22 2014 09:07 AM by KillerShrike
This is a card, make no mistake about it. So many decks base their economy on one or more connections that this card's hosing power is considerable, not to mention the various utility connections.
Of course, some decks lack connections or connections worth bothering with. Also, Fall Guy.
But, this is a useful piece of deck tech to consider including as an answer for certain match ups.
Nov 22 2014 09:04 AM by KillerShrike
I'm trying this out in a couple of different Corp decks, both more on the "glacier" end of the spectrum. Long story short, this card is fantastic. And I don't care who you are, parking one on a Mushin No Shin'd Cerebral Overwriter is just good times.
This offers a legit no-influence economy booster, though at the cost of a slowed tempo due to the click intensiveness.
Nov 22 2014 08:58 AM by KillerShrike
There's some potential here, but HB already has some pretty decent options when it comes to program trashing. It's ok, but I'm not compelled for some reason.
Nov 22 2014 08:55 AM by KillerShrike
This is actually not horrible in some net damage oriented Jinteki decks that are ok with paying 3 to do 1 net damage. And good rez to strength will keep this effective as a tax even if the subroutine never hits. It's not super sexy, but as part of a defense in depth strategy aiming for flatline it can play a useful role.
Nov 22 2014 08:51 AM by KillerShrike
In most Weyland decks, I'm probably ok with floating Grim's bad pub in return for a lower rez and higher base strength. Morphing to a code gate might delay the runner occasionally, but a strength 3 code gate is even less threatening than a strength 3 sentry.
It might get used occasionally, but overall I'm not loving this one.
Nov 22 2014 08:48 AM by KillerShrike
"best of the grail ice" is about the best that can be said for this card. Whether the grail ice suite is competitive or not remains to be seen but if it is, Merlin will carry a lot of the burden to make it so.
Nov 22 2014 08:45 AM by KillerShrike
Oh, how I wish this was an HB agenda. Great card, fantastic ability, but in the faction of the AstroTrain unlikely to see much play.
Nov 22 2014 08:43 AM by KillerShrike
I took my Ian connections deck and tweaked it to suit Leela (+5 inf, and 3x Emergency Shutdown). I'm still looking for the sweet spots on card choices, but after a handful of test games against a friend I'm nominally very happy with Lela.
I'm using Logos as her console, and that's working out great; getting to bounce something of the Corp's and go fetch a card when the Corp scores is a pretty good deal.
The disruptiveness, tempo swings, and ability to jam up HQ are strong "intangible" benefits to her ability, and can really slow the Corp down.
I'm really looking forward to seeing what people are going to do with this scrappy identity; I think she's got some chops and could even be a "contender" for new hotness.
Executive Boot Camp
Nov 22 2014 08:36 AM by KillerShrike
I'm having a hard time finding a really compelling use for this card. Even the super-obvious use in Blue Sun seems sub par.
Nov 22 2014 08:32 AM by KillerShrike
I'm trying this out in a funky Quetzal deck currently. Short version, so far the console has been interesting but challenging to fully leverage.
I initially tried three Origami, but that version was just painful to jump start and was too slow and unpredictable. And of course there is a lack of synergy between Origami and Overmind, which the deck is trying to exploit.
After a few test games I switched to three Public Sympathy plus a lot of card draw and that's worked out much more reliably to find the pieces needed and also keep the grip at or near capacity. The breakers are David, Cuj.0, and Overmind backed up by E3. Pawnshop eats cards with no counters, and there's enough recursion with 3x copies of each, Retrieval Run, and Deja Vu to keep it going.
Normally the deck is only consuming 3 MU, unless a Parasite is in play and pushes it to 4 MU. Keeping the grip at between 7 and 11 cards allows a decent safety margin, and as the deck is using expendable progs anyway even if damage causes the MU limit to dip low enough to trash part of the rig it isn't catastrophic. Pawnshop also offers a safety valve (which I had to exercise in one game after decking myself with power draw).
So, thus far it definitely isn't super-competitive, but it is a viable anchor to build a fun and quirky casual deck around.
Nov 22 2014 08:20 AM by KillerShrike
Cards like this and strong high-influence out of faction programs make me hope that maybe the Professor will become competitive one day.
Exile might make some use out of this as well, or any Shaper doing a lot of recursion.
Otherwise, meh. Under normal circumstances you have to use the card to install three programs before it saves any $...in most decks it wont pay off.
Daily Business Show
Nov 22 2014 08:13 AM by KillerShrike
This is a pretty strong effect, particularly in a combo deck looking for pieces. Also, the rez to trash ratio is in a good place. But, as the card pool grows deck slots become ever more precious. What to cut for this?
The thing that is not entirely clear to me is whether they stack. If I have two of them out do I look at two additional cards for three total and put one of them on the bottom? It seems like that would be a "no", which weakens multiple copies in the deck. However if it is a "yes", then that's quite a draw engine.
Cerberus “Cuj.0” H3
Nov 22 2014 08:06 AM by KillerShrike
I'm casually trying this out with David and Overmind in a Quetzal deck that also runs Pawnshop, E3, and Ekomind with Public Sympathy x3. The deck is kind of lukewarm, but I've developed a strong liking for this card. I think it might be the most compelling of the dog breakers as it fills a nice niche in Anarch, saving influence normally spent on a good Criminal killer.
Nov 22 2014 03:45 AM by bourgman
And now, we have 2 characters from Futurama represented as runner IDs. I can't wait for Fry and Bender.
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