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Will-o'-the-Wisp
Submitted
fram
, Aug 26 2014 05:04 PM | Last updated Jan 26 2016 06:23 PM
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Will-o'-the-WispType: 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 |
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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.
3 Comments
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.
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.