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Cortez Chip

  • FrutigerSans likes this

Cortez Chip

Cortez Chip

Type: Hardware: Chip
Cost: 0
Faction: Runner Criminal
Faction Cost: 2
[Trash]: Choose a piece of ice. The Corp must pay 2 [Credits] as an additional cost to rez that ice until the end of the turn.
Set: What Lies Ahead Number: 005 Quantity: 3
Illustrator: Mauricio Herrera
Recent Decks Using This Card:
Recurrent Nasir
Want to build a deck using this card? Check out the Android: Netrunner deckbuilder!


Nov 27 2012 11:05 PM
I'm surprised no one has commented on this card yet. This seems to me to be the runner version of a tag as it costs 2 additional credits for the corp. The key with this card is resource deprivation. Seems like it would go hand in hand with Account siphon (core) and Forged Activation Orders (core)

It also only costs the click to install, so it can be used at anytime you could play a paid ability. I think this will prove extremely useful, especially when there are a few on the table. If nothing else it'll likely scare the corp into keeping a few extra creds on hand at all times.
    • CyanShock likes this
For the same influence cost, I think this is a better alternative than forged activation in terms of splashing into non Criminal decks.
This card can and deserves so much more use than it is currently getting. Snitch will hopefully pave the way for this card.
Not really that good, unless corp has to rez ice it can be ignored by not rezzing.
With forged its not that great, it costs corp extra 2 only if its a wall after chum or there is some other reason corp cant just trash the ice.If corp decides to trash it it didnt do much... and even if it does additional 2 is not that big of a deal.

The good thing is surprise element when you play and fire this just before a run screwing corps calculations, as now it will not be able to rez one more ice or score agenda next turn.
And its really nice Pawnshop fodder for 0.
But this zero = draw + play, so its not as free as it may seem.

I tried this in my criminal, was better than i thought it will be, but still ill probably get rid of it (Unless i'll run pawnshop, then it might get back). There are many more important cards.
Jan 26 2013 07:05 AM
As with many other aspects of Netrunner, this is a matter of timing.
Will this make a difference late game if the corp has 16 credits: no
Will this make a difference early game when corp has 1-5 credits and almost no ICE: yes
    • CyanShock and AdorablePython like this
The main problem with Cortez Chip is making room to fit it into the deck.
It's a very important piece when you play a money deprivation game (Account Siphon, Forced Activation Orders, Vamp)
often screwing the corpo's math with two measly credits.

You say it makes no difference when the corp has 16 credits? Depends on the situation on the table. That one cortez may make a difference between a cell portal going off,
running into Janus, or the corp being short two creds to score an agenda.
Just having one of those on the table makes the corporation recalculate things, and so much cheaper than Xanadu.
Can this be used in response to the corp rezzing a piece of ice to increase the cost of that rez? Paid abilities can be used in that window, but does the ice rez happen before you can use it?

Can this be used in response to the corp rezzing a piece of ice to increase the cost of that rez? Paid abilities can be used in that window, but does the ice rez happen before you can use it?

you must use the chip before the corp rezzes their ice. as the runner you do, however, have an opportunity to do this immediately before the corp gets their opportunity to rez, during the "paid abilities/rez ice" phase of the approach.

you cannot "interrupt" the other player's paid abilities unless your paid ability is a "prevent" or "avoid" ability.

Timing Priority
Whenever there is an opportunity to trigger paid abilities, rez cards and/or score agendas (usually at the beginning of a turn and after each action), the player who is currently taking his turn gets the first opportunity to act. He can trigger as many abilities, rez as many cards, and/or score as many agendas as he wishes in the order of his choosing. When he is finished, the other player gets the opportunity to act. When that player is finished, the first player gets the opportunity to act once again.
After both players have had at least one opportunity to act and a player declines to act, then the players cannot trigger more abilities, rez more cards, or score more agendas until the next opportunity to do so.
For more information on the intricacies of triggering card abilities, rezzing cards, and scoring agendas, consult the timing diagrams on pages 32-33. "

Prevent or Avoid
Some card abilities use the words “prevent” or “avoid.” Prevent or avoid effects are the only effects which can disrupt another effect. A prevent or avoid effect states what it is preventing
or avoiding, and an effect that is prevented or avoided is not resolved. Prevent or avoid effects can be triggered whenever the effect they are preventing or avoiding is resolving.

Netrunner is a TM of R. Talsorian Games, Inc. Android is TM & ©2012 Fantasy Flight Publishing, Inc. All rights reserved. Netrunner is licensed by Wizards of the Coast LLC. ©2012 Wizards.