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Deep Red
Submitted
Darksbane
, Dec 12 2013 05:12 AM | Last updated Nov 25 2016 04:44 PM
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Deep RedType: Hardware: Console Cost: 2 Faction: Runner Anarch Faction Cost: 1 +3 [Memory Units] Use the MU on Deep Red only for Caïssa programs. Whenever you install a Caïssa program, you may trigger its [Click] ability without spending [Click]. Limit 1 console per player. Set: Mala Tempora Number: 042 Quantity: 3 Illustrator: Christina Davis |
Recent Decks Using This Card: A Little Help (From My Friends) You dare to rezz? There Is No Wall Anarch - high stakes chess Kate and her Knights |
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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.
13 Comments
The breakdown:
- Host pawn on a server with only 1 ice
- Make a successful run
- Pawn's ability triggers and trashes. Now that it is in your heap, it may target itself for the free install (if I understand the rule correctly).
- Exile's card draw triggers.
- Host Pawn on Scheherazade to gain 1 credit.
- Trigger Deep Red to host Pawn back onto the ice for free.
The corp would get wise and either trash the 1 piece of ice or put a second ice down, forcing you to run twice before this combo fires. Either way, you tax the corp.
Desperado
John Masanori
Any runner
I do like the idea still, but as you say the Corp can counter it. Still like to see it in practice to see how effective it is.
This has been a common misconception. The Pawn can't reinstall itself because, unlike Scavenge, the trashing isn't part of its cost, but part of the effect, so it's being trashed at the same time as a program is installed. It's fiddly wording, but Lukas has even ruled it thus.
Almost true. John M. only fires once per turn and comes with the tag risk.
Yup, and having all three Pawns lets you (potentially) cycle two every time. It's easy money if you get the setup.
Newbie question: Does the MU on this powerup the Overmind AI? Even with the restriction?
Yes, you have +3MU, which you can only use to play Caissa.
If you play no Caissa they will remain unused MU. Which is perfect for Overmind.
Deep Red, then Overmind, sets the latter at 6 counters.
Then you can add e3 feedback implants to spare the counters on Overmind (break 2 subroutines with 1 counter + 1 credit).
Then optimize e3 feedback implants with D4v1d and Knight.
Not mentioned anywhere here is the fact that, by allowing the install of a Knight directly onto a piece of ICE without the usual spending of a click, Deep Red enables meaningful mid-run SMC / Clone Chip / Savoir Faire use.
This is a big deal for Knight.