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Hyperdriver
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HyperdriverType: Program Cost: 1 Memory Units: 3 Faction: Runner Shaper Faction Cost: 3 When your turn begins, you may remove Hyperdriver from the game and gain [Click] [Click] [Click] . “It doesn’t actually bend time. It just feels like it. That’s relativity.” - Hayley Kaplan Strength: - Set: The Underway Number: 70 Quantity: Illustrator: Adam S. Doyle |
Recent Decks Using This Card: Welcome to Javari Park katie cheap v2 Universal Scholar Karma Chameleon The first Sunny deck! |
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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.
25 Comments
If you are willing and able to gain enough spare MU, this card has a place in your deck. It deals with Bioroids, Replicating Perfection, money problems (utilizing Day Job or Magnum Opus)... it even makes Wanton Destruction a viable card in your Shaper deck. Or you may use it in Ekomind decks to maximize Wanton Destruction without suffering brain damage. (I'm looking at you, Amped Up)
It can even be combined with All-Nighter, so the corp player may go AFK and watch some Anime until his next turn begins.
You can also host it into a Djinn, a Shceherazade or a Leprechaun: One for a Djinn, two for a Leprechaun and three for a Shceherazade.
click to draw, click to install, click for the $1...plus 3MU...also you have to commit to it at the start of your turn.
Definitely interesting, but I'm not sure how playable it really is. Seems like more of a casual / fun card to me.
It's a great Rig building card.
You essentially spend 3 clicks, potentially not in sequence, to get 3 clicks for a net of 0 clicks. It's just a beefed up and less flexible All Nighter, allowing you to bank clicks. Unlike All Nighter it consumes 3 MU making it, IMO, a worse card overall.
And if you don't get it within that first turn or two it's a dead draw. I'd rather have a consistent deck that costs me 3 clicks to install useful cards, as opposed to a deck that costs me 3 clicks to draw useless cards.
I see this as a more flexible, but only slightly more practical version of Monolith.
Play Chaos with medium and your golden.
It's a dead draw within the context of lightning-fast rig-building. Your Medium w/ Chaos Theory idea is interesting, but I think the number of games in which you could make use of it would be very few.
Alright, and how would you pay for this one-turn blitz of rig installation and running, so as to best make use of Hyperdriver? My assumption is that in previous turns you would have held back from doing much more than building econ so you could have this power turn in the future, hence my comparison to Monolith. For Monolith to be even remotely financially sound, it demands that rather than respond to the game as it develops, the Runner must hold back in order to maximise the purely theoretical advantage it provides. I think this card encourages the same sort of play.
I'm not sure why we're talking about rig building here.
This is a straight compression card: it is useful because clicks have boundaries, something called a "turn," in the parlance of the game.
If you're going to front-load your clicks for a 7-click turn later, you'd want to play to win, not to build your rig. There are too many ways a 7-click turn is useful to list here.
The downside of the card is that it needs MU support, probably via a Leprechaun, which demonstrates again that you're not using it early to build a rig, since that would be impractical (in terms of overhead . . . and speed: it's terribly slow in a real game).
That said, a Runner who can't use a 7-click turn late, to devastating effect, is simply doing it wrong.
Is it possible to remove three of these at the beginning of the turn to gain a 13 click turn or is it just one at a time?
Having a lot of clicks is key, true.
The corporation gets a huge benefit out of extra clicks as it undercuts the built-in tempo throttling of advancing agendas, and secondarily establishing their board state.
But the economics and general dynamics of netrunner tend to favor quality of action over quantity of action for the Runner. There are specific exceptions to that like Notoriety, but generally speaking frequency is less important than outcomes.
And the hard part of "building a rig" is drawing / tutoring the right cards and having the $$$ to pay the installs; the click throttling is a secondary limit. As bozfoogle points out if your intent is to gain tempo by "exploding" onto the board with Hyperdriver, the time you spend durdling around before that monster turn accumulating cards and credits is a tempo loss that will likely cancel out the tempo gain more often than not.
Also, there are already ways to "build a rig" quickly, such as the seldomly played Mass Install, to a lesser extent Modded, and the ever-useful Personal Workshop. Compared to this card, Personal Workshop is just straight up better. Load it up while you build your econ, then pull whatever you _need_ off it mid-run; much more flexible and practical.
The thing with this card is that under most circumstances it will be a zero-sum effect. There may be specific paths of play where it makes a difference, and it certainly has some fun "janky johnny" uses. But including it in most decks will almost always make that deck weaker than it otherwise would be, in my opinion.
I agree that the Runner is about quality, so the key is in how you use those extra clicks. As you say, Notoriety is the obvious one to leverage this into, (or Quest Completed) but here's how I'd use it:
Put it on a Leprechaun with a Magnum Opus . . .
. . . in a deck running Vamp.
There's nothing "janky johnny" about that. It's a set up for at-will "burst econ," (better than a Day Job in the bounds of the turn), which I can then tailor to wreck the Corp's economy as needed. It's aggressive; it's direct.
The M.O. "works" just fine even when I'm not sitting on a Vamp (the Leprechaun is still helping: ultimately it's giving me a 5:1 MU boost), and I can react to the board state: how much money do I need for the Vamp? How many servers do I want to access after I've Vamped the Corp into oblivion?
So, sure, maybe Notoriety after I've killed the Corp anyway, but I'd rather think a bit bigger here.
Sure, that could be a fun deck, and I'd love to see & discuss a specific full deck list featuring that combo. But by its nature it is a multipart combo involving at a minimum four (4) cards to function as intended. In my book that is more or less a poster child for a "janky johnny" deck: powerful when it works but often left limping along unable to assemble and / or fire the combo.
Does it work? How consistently? Seldomly, sometimes, usually, almost always?
And, finally, how does it compete against the top decks in the format? That's the litmus test between "fun / casual" and "serious / competitive".
So, respectfully, I agree with you that it is an intriguing card. I agree that a sufficiently motivated deck builder can build a deck to exploit it. The best case scenario(s) for the card allow for some theoretical shenanigans. Being charitable, I would go so far as to agree that this is a "build around" card that might reward creative deck building (...there's the johnny angle again, though...)
But I look at the _typical_ outcomes not the _best case scenario_ outcomes, and in that analysis I just don't think this card makes the grade to merit inclusion in general purpose mainstream competitive decks.
The most positive thing I can see is that there is a possibility for it to do something in a dark horse meta-disruption deck at some point in the future. It does offer some ability to undermine RP + ELP and similar click choking strategies. If there is a competitive deck waiting to be built around this card, I think that is the direction it lies within.
As usual, I think you have an excellent angle on the analysis of this card, but here's where I disagree with you:
I actually don't think of this as a "build-around" card at all, and here's why:
I like to think of combinations as primarily consisting of two types -- inflexible combos and flexible combos.
We all know the inflexible combos, which are best illustrated by players who say things like "if I just get these specific 5 cards in my hand on turn 9, I'll win the game." That's totally unreliable.
Then there's the flexible combos, like Leprechaun, Hyperdriver, Magnum Opus, Vamp: I play Vamp or M.O. (or both) in plenty of decks; I play Leprechaun in the right decks (so never to support only a single card or a few cards -- that's my build-around, if I'm building around something -- I'm more likely to have a Keyhole, a Morningstar, or a Garrote in there) . . . here, Hyperdriver is a bonus effect to cards I'm already playing . . . maybe those cards are Medium and Demolition Run, etc. It doesn't really matter: if Hyperdriver never comes out of the deck, I'm still operating just fine.
That's the question I always ask myself: what if this doesn't come out?
Which is why I could see this running as a "one-of" in one of my extant Vamp decks, set in there to come out at those times when the Corp is giving me the glacier or click-taxing me (yeah, RP, as you mentioned). That's what I mean by that's not a "janky johnny." I'm not waiting for this thing; it's giving me an added bonus to help me do something I'm already doing, just better.
That said, my current main Vamp deck is Silhouette, and it's already capable of doing what I need it to do. I might dig this out if I run up against some opponents who can slow me down or whose late economy I can't catch, so I like knowing that Hyperdriver exists if I need it.
Right now, I'm more likely to try to find some space for "Drive By," but there are plenty of ways canny Corp players might convince me that Hyperdriver may be necessary to help me crack some difficult problems.
So, we disagree here, but we disagree interestingly, I think.
Ya, I follow your line of reason; if the card works as a tactical edge for you, it is reasonable to include it. This sort of thing probably comes down to play style; I tend to prefer very low variance overall and trend towards consistency even at the cost of flexibility. I concede that the card is reasonable as a tool in a toolbox.
This is a very insightful comment on the difference in our approaches. I will accept some variance in order to remain flexible, then try to attenuate the cost of that variance in a variety of ways.
Understanding such differences of approach is useful for parsing the meaning of our opinions. If I can reasonably say "KillerShrike is making a statement here that is probably more consistent but less flexible than how I see things," that's a useful shorthand analysis of where my own thinking is.
If I know that I'm more set in one direction, I know which way to correct when I err. I really value these discussions.
You could do all three, in whatever order you choose, but this is an unlikely event that takes you into "impossible combo-card land" pretty quickly. (Keep in mind that you'd have to set up 9MU free in addition to your icebreakers and other programs, then you'd need cards in hand to really leverage your 13 clicks).
Keeping it simple is going to be the best way to get the most out of this. It's already right on the edge of being too fussy.
I understand this and just wanted to be sure if I ever face a situation like this. And if I would use Hyperdrive, I would mount it on a Leprechaun or on a Scheherazade to save those memoryslots.
Scheherazade doesn't save memory slots.
Dang! Your right. Thanks for correcting me.
In my Cloud Links deck, I have LOADS of spare MU. This would help me speed up the deck quite a bit!