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Crisium Grid



Crisium Grid

Crisium Grid


Type: Upgrade: Region
Cost: 3
Faction: Corp The Weyland Consortium
Faction Cost: 1
Successful runs against this server are not considered to be successful or unsuccessful for the purposes of card abilities.


Limit 1 region per server.
Trash:
Set: First Contact Number: 048 Quantity: 3
Illustrator: Camille Kuo
Recent Decks Using This Card:
powerunleashed
Weyland Takeover
Zorg ZR1
Want to build a deck using this card? Check out the Android: Netrunner deckbuilder!


10 Comments

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KillerShrike
Sep 20 2014 02:51 AM

Not bad on HQ. 3 to rez, 5 to trash. But, deck slots are tight these days...

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LynxMegaCorp
Sep 22 2014 01:30 AM

OTG makes this completely god-like if you ask me! Sure its a 9-cost endeavor, but factor in The Root and Weyland's Core ID riches, and you've got the most secure twin-server in all of cyberspace.

    • Meadbeard and KillerShrike like this
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KillerShrike
Sep 27 2014 09:29 PM

OTG makes this completely god-like if you ask me! Sure its a 9-cost endeavor, but factor in The Root and Weyland's Core ID riches, and you've got the most secure twin-server in all of cyberspace.

 

I'm actually trying this out currently in a casual deck, plus Eliza's Toybox and expensive ice. It's been fun thus far, but like most combo decks it feels kind of brittle. When the pieces fall properly it works, but OTG is very trashable out of HQ and R&D and getting a toe-hold on the board can be challenging.

 

But, having played it to try the OTG combo, I'm actually now much more pro Chrisium Grid just by itself. Just turning off the various on a successful Run cards on HQ and R&D is very powerful. One of the decks I played against was Express using all the various run cards and desperado, and Chrisium Grid just by itself was extremely effective. I think this card will find a home and see some play.

Regardless the already discussed combo with Off the Grid:

Pros:

Shuts down Datasucker, Dirty Laundry, Medium, Account Siphon, Vamp, Legwork, Maker's Eye, Desperado, Gabriel, Medium / Nerve agent (for the extra counter), Demolition Run... 

 

Cons:

Can prevent you from playing situational cards: Neural EMP, Power Shutdown, Successful Demonstration, Punitive Counterstrike (if stolen after a run), Bernice Mai etc... 

 

Put it on R&D against Shaper, on HQ against Criminal.

Don't play it in Tennin Institute :)

Does this ability prevent the runner from playing Emergency Shutdown?

Does this ability prevent the runner from playing Emergency Shutdown?

I think it does.

Seems very good, but beware Feint, which becomes very powerful in the face of Crisium.

 

Crushes Keyhole or Sneakdoor if rezzed at the right time.

 

Regardless the already discussed combo with Off the Grid:

Pros:

Shuts down Datasucker, Dirty Laundry, Medium, Account Siphon, Vamp, Legwork, Maker's Eye, Desperado, Gabriel, Medium / Nerve agent (for the extra counter), Demolition Run... 

 

Cons:

Can prevent you from playing situational cards: Neural EMP, Power Shutdown, Successful Demonstration, Punitive Counterstrike (if stolen after a run), Bernice Mai etc... 

 

Put it on R&D against Shaper, on HQ against Criminal.

Don't play it in Tennin Institute :)

Crisium doesn't affect Power Shutdown, Punitive Counterstrike, Successful Demonstration, or Neural EMP in any way.

 

"Successful runs against this server . . ." as a phrase rules out several of these, which only require a "run" or an "unsuccessful run."

 

". . . are not considered to be successful or unsuccessful for the purposes of card abilities," rules out Punitive Counterstrike being affected, since it has no "if the run is successful" clause.

 

The card doesn't ask you to infer a successful run or eliminate the results of a successful run: maybe the Runner used a Hades Shard to steal 6 points of agendas, and now the Punitive Counterstrike is hitting; or maybe the agendas were stolen via a successful run: Punitive Counterstrike triggers on the stolen agendas; it doesn't have any "If successful" clause to counter, nor does it require you to keep a record of how agendas were stolen.

 

Crisium Grid counters the "If Successful" and "If you made a successful run" clauses that are actually on cards, i.e., it does what it says on the card. A run is still a run. The runner having stolen an agenda is immaterial to this card. Unsuccessful runs are unaffected.

 

Finally, Crisium works with Tennin Institute quite nicely, since an otherwise successful run would not be considered successful for its ability (since it is a card that triggers on there not being a successful run, e.g. no run, an unsuccessful run, or a run that is not considered successful or unsuccessful for the purposes of a card ability).

I had a rather heated debate about CG and its combo with Off the grid. If I make a simple run in HQ (no siphon-vamp etc) and access a card, isnt this a successful run? Shouldnt the Off the Grid be trashed? I mean, it still is a successful run (Step 4.4 from core set ''Time Structure of a Run''), so according to Off the grid's wording, it should be trashed.

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AdorablePython
Feb 02 2016 04:46 PM

I had a rather heated debate about CG and its combo with Off the grid. If I make a simple run in HQ (no siphon-vamp etc) and access a card, isnt this a successful run? Shouldnt the Off the Grid be trashed? I mean, it still is a successful run (Step 4.4 from core set ''Time Structure of a Run''), so according to Off the grid's wording, it should be trashed.

 

Crisium Grid: "Successful runs against this server are not considered to be successful or unsuccessful for the purposes of card abilities."

 

The run is successful for the purpose of accessing cards, but not for the purpose of card abilities. Off the Grid's trashing is part of the card's ability, therefore nothing will happen to it.

    • Meadbeard and bozfoogle like this

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