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Android: Netrunner LCG


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Recent Card Discussion
Security Testing
****-

Nov 27 2014 11:09 AM by theamazingmrg

Hmm not so sure about that.

One could argue thusly: If the "cost" to gain 2 credits is to forfeit card access for each copy of ST, and you can only logically pay that cost one time per run, you would have to tie them to different servers (and run them) in order to benefit from both ST

You are correct.  It's covered in the FAQ under "Replacement Effects."  My bad!

Astrolabe
****-

Nov 27 2014 03:24 AM by KillerShrike

When do you create a server? I assume it's when you play the first card in the server, even if ice is already present?

 

If ice is present, the remote exists. Installing the first card in (agenda, asset, upgrade) or protecting (ice) the server creates the server.

The Foundry: Refining the Process
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Nov 27 2014 03:23 AM by KillerShrike

Can you use this on every player's turn? (assuming you manage to rez ice on your turn)

 

Yes. Accelerated Beta Test, Priority Requisition, Executive Boot Camp, Amazon Industrial Zone, and Eliza's Toybox are five ways to trigger it on your turn. Some are more practical than others.

Mushin No Shin
****-

Nov 27 2014 03:17 AM by KillerShrike

What is a new remote server? Does it matter if a server was there but all cards are gone? Does it matter if ice is already present?

 

A new remote is literally a new remote.

 

If you once had a remote on the board and all the cards that were in and protecting the remote are trashed, then that remote ceases to exist. If you start a new remote that happens to be in the same physical place on the board it is still a new remote.

 

If a piece of ice is present protecting an empty remote that is still a remote; it is not "new" when you play Mushin No Shin due to the existence of the piece of ice protecting it. This is all covered in the rulebook.

 

 

When you play Mushin No Shin you install an asset, agenda, or upgrade face down in a new remote (meaning there are no cards in the remote and no ice protecting the remote when you play Mushin No Shin), and put three advancements from the bank onto it.

 

This takes two clicks and is usually your first two clicks.

 

Assuming you do play Mushin No Shin with your first two clicks, on your third click you may, if you want, install a piece of ice face down to protect the card you installed with Mushin No Shin.

Security Testing
****-

Nov 26 2014 01:34 PM by Nerdmeister

Hmm not so sure about that.

One could argue thusly: If the "cost" to gain 2 credits is to forfeit card access for each copy of ST, and you can only logically pay that cost one time per run, you would have to tie them to different servers (and run them) in order to benefit from both ST

Astrolabe
****-

Nov 26 2014 11:08 AM by Drago13

No, putting just ice also counts as creating a server - an empty server in that case

Security Testing
****-

Nov 26 2014 10:32 AM by theamazingmrg

Assuming two copies of this in play, what would be the effects? Same as if there was just one copy?

You would trigger each copy of Security Testing at the start of your turn, choosing a server for each one (it can be the same server).  Then when you make a successful run on the chosen server(s), you can take the credits for each Security Testing instead of accessing cards.  You can't trigger two security Testing at the start of your turn, make the run, take the credits for one Security Testing and then access cards though.

Mushin No Shin
****-

Nov 26 2014 09:44 AM by suf

What is a new remote server? Does it matter if a server was there but all cards are gone? Does it matter if ice is already present?

Security Testing
****-

Nov 26 2014 09:42 AM by suf

Assuming two copies of this in play, what would be the effects? Same as if there was just one copy?

Astrolabe
****-

Nov 26 2014 09:40 AM by suf

When do you create a server? I assume it's when you play the first card in the server, even if ice is already present?

The Foundry: Refining the Process
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Nov 26 2014 09:37 AM by suf

Can you use this on every player's turn? (assuming you manage to rez ice on your turn)

Executive Boot Camp
****-

Nov 25 2014 10:01 PM by KillerShrike
Eh...fetching Snare has been thrown around for this card elsewhere. Sure, you can, but that's more of a tactical trick you might pull off when in play events cause it to make sense, and less of a game winning stragegy you build a deck around, in my opinion. The card would need to carry more water on its own merits with the occasional little card combo being a situational boon.
 
Minimum cost to pull off Executive Boot Camp -> Snare:
 
Some # of card slots, probably 2 or 3
Click to install executive boot camp.
$1 and trash to fetch Snare
% chance for runner to access Snare from HQ
    (assuming 5 cards in hand and single access, 20% chance)
$4 to trigger Snare if accessed
 
 
Intangibles:
+ might deter runner from running HQ in the first place
- removing a Snare from R&D makes R&D less dangerous to run
 
+ might save a few bucks rezzing things with the discount
+ rezzing economy assets for less improves their yield
- rezzing ice outside of a run gives the runner free information and nullifies surprise factor and uncertainty
 
 
- trashable cards make R&D more vulnerable
+ 0 to rez 3 to trash is a ratio favorable to the corporation
+ as this effect is relatively minor, runners other than Wizzard may not bother to trash it
 

- If this card is part of a combo, you'll want to run more than 1 of them

- the effect doesn't stack

- 2 or 3 card slots for an effect this mild is a high opportunity cost

- General wisdom on card combos applies, to this card's detriment (see http://boardgamegeek...bos-netrunner-a by alexfrog for a good write up)

 

 

Having said that, sure...in some decks this card might synergize well enough with something to make it do some good work.

 

For instance, yesterday afternoon I was noodling around a notional Foundry deck using Next and Grail ice, and considered using this card to accelerate pulling ice out of the deck.

 

The Foundry reads "The first time you rez a piece of ice each turn, you may search R&D for another copy of that ice, reveal it, and add it to HQ. Shuffle R&D."

 

The "each turn" language means you can trigger the ability in the normal way when the runner approaches your ice, and also using this card to trigger it yourself on your turn. Throw in some sweet HB assets that you can tutor up as needed and suddenly this card triggers the ID thus working as a limited Ice tutor and helps your economy and finally serves as an Asset tutor. That might be worth the 1 inf per card and card slots.

 

That's about the best case use for this card I've been able to come up with; and that's not all that exciting. If someone more clever than me comes up with a killer use for this card I'll be the first to applaud them and change my mind, but in the meantime I'm very much in the "wait and see" category.

Executive Boot Camp
****-

Nov 25 2014 08:26 PM by darkmite2

Use it to tutor for a Snare. The runner will think twice before hitting HQ.

Executive Boot Camp
****-

Nov 25 2014 08:01 AM by Nerdmeister

Got a cheap/poor NBN deck with loads of cheap ICE.

When there isn´t too much money in the deck this small help will stretch what few creds I do have even longer.

Daily Business Show
****-

Nov 24 2014 09:04 PM by kiloecho

This may help you if get agenda flooded in HQ.

Utopia Shard
**---

Nov 24 2014 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.

Bifrost Array
****-

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.

Utopia Shard
**---

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.

Superior Cyberwalls
****-

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.



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