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Will-o'-the-Wisp



Will-o'-the-Wisp

Will-o'-the-Wisp


Type: Upgrade
Cost: 4
Faction: Corp Neutral
Faction Cost: 0
Whenever there is a successful run on this server, you may trash Will-o'-the-Wisp.
If you do, choose an icebreaker that was used to break at least 1 subroutine during this run. The Runner adds that icebreaker to the bottom of his or her stack.
Trash:
Set: The Spaces Between Number: 032 Quantity: 3
Illustrator: Adam S. Doyle
Recent Decks Using This Card:
Labyrinth
The Great Wall
Labyrinth
Gagarin tag and bag
HB:Foundry
Want to build a deck using this card? Check out the Android: Netrunner deckbuilder!


3 Comments

Oh, it's the first neural upgrade... ever! The card itself is nice, but putting icebreakers into heap would be better.

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CommissarFeesh
Sep 12 2014 10:28 AM

Oh, it's the first neural upgrade... ever! The card itself is nice, but putting icebreakers into heap would be better.


Icebreakers in heap are easily retrieved with Clone Chip/Scavenge/Deja Vu/Test Run.

Icebreakers in the stack are most easily retrieved using Special Order/Self-Modifying Code/Test Run, but chances are you ALREADY used some of those getting the breaker out to begin with.

Pretty sure this hits harder.
    • Meadbeard likes this
Photo
KillerShrike
Sep 17 2014 06:32 AM

I'm using three of these in a Replicating Perfection glacier deck, and they have been pretty awesome.

 

The four to rez is not an impediment as I'm used to keeping at least $4 on hand to pop a Snare, and also holding back $4 can make the runner player jump to the conclusion that I am threatening a Snare while the Will O Wisp sits there looking like a Caprise or Ash.

 

Every time I land this, it buys me at least part of a turn and often more. It often trips the game from phase 1 to phase 2, or resets a phase 3 back to a phase 2 while the runner tries to tutor up their breaker again.

 

The only downside for me is the 1 trash cost making R&D porous. Otherwise, very solid card.

    • Meadbeard likes this

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