Welcome to Card Game DB
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Leverage
Submitted
Darksbane
, Jan 17 2014 03:39 AM | Last updated Jan 17 2014 03:39 AM
![]() |
LeverageType: Event Cost: 1 Faction: Runner Criminal Faction Cost: 2 Play only if you made a successful run on HQ this turn. Prevent all damage until the beginning of your next turn unless the Corp takes 2 bad publicity. Set: True Colors Number: 064 Quantity: 3 Illustrator: Gong Studios |
Recent Decks Using This Card: No decks currently use this card. |
|
Want to build a deck using this card? Check out the Android: Netrunner deckbuilder! |
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
Man, that card is worded in a way that can be read both ways. Is there a ruling that says the effects of events are resolved immediately? I think that's the idea here. Honestly, I hope for the latter but I can see this being argued.
The Runner pays credits equal to the play cost (13) of an event to play it. When played, an event's abilities as listed in its text box are resolved. Then, the event is immediately trashed. Events are never installed."
So... I guess that means the corp decides to take the bad pub or not before the runner takes another action (I see, {click} Run on HD, {click} play Leverage, then 2 more {click}'s to accumulate as much damage as possible if the corp didn't take the bad pub).
Leverage says "Prevent ALL Damage." This means damage that the runner inflicts on themselves, which could combo really nicely with stimhack, as well as any other runner cards that might, in future, cause brain damage.
Most Criminals can already trigger HQ successes reliably. Most decks benefit immensely from bad publicity (remember that the credits are per run, and can be spent on trashing cards and paid abilities like Self-modifying Code). The corp is heavily incentivized to give you the invincibility.
Once you have that, you can facecheck just about everything. You can eat a Project Junebug with a million tokens on it. You can slam R&D repeatedly without fear of Shock!s or Snare!s. You can walk through Janus 1.0 without spending a credit. You can run on empty without fear of Punitive Counterstrike or Neural EMP, or sit on those fresh tags for an extra turn while their Scorched Earths burn a hole in their pocket (and if the corp is built around any of these then this becomes a serious tempo issue for them).
Not to mention there are psy-ops applications for this. You're forcing the corp to make a strategic decision that is probably out of their comfort zone. What they choose, how quickly they choose it, and how dismissively their answer is toned all potentially give you insight as to whether they have damaging ICE, Operations, or Ambushes. Any time a player telegraphs something so integral as their deck composition (especially when they may not realize they're even doing it) can decide a game, especially during tournaments where you have a very limited opportunity to scout.
This card always frustrates me when I look at it. I think this is a case of game design gone wrong.
It has a useful, powerful, but very narrow and temporary effect. It offers a good tactical option for the runner and could be part of a general strategy of risk mitigation.
But then, perhaps seeing the solid potential inherent in a "force field" effect, someone added a single line to it in an effort to curb its power...
And...dead on arrival.
That line just nerfs the card straight to the back of the binder. Yes, there are some potential uses for it, but the requirement to first be able to lose a click and some # of $$$ to run on HQ adds too much variance to allow this to be part of a viable general strategy determined at deck construction time, and usually sufficient overhead / cost to prohibit it from being effective as a viable tactic during games. Every now and then, an opportunity will offer itself to play it effectively, but this is very much an edge case card that will be dead in hand most of the time.
Rather than nerfing via the must run HQ prereq, if they had just made this cost more, or even made it a double that you just played out of hand, it would have been serviceable. A missed opportunity to add an event based form of damage mitigation as an alternative to hardware / program / resource mitigation.
Click 1: HQ run, Click 2: Leverage, Click 3: install Titanium Ribs, Click 4: install Brain Cage.
Or click 3/4 run into a remote server, possibly containing a Project Junebug or Cerebral Overwriter.
Great call: Net Ready Eyes too ... you've found the use, especially if you can make the Bad Pub option stick with a Blackmail or three.