For once there are a bunch of cards I actually like in this review so I'm going to replace the much-loved Kermit scale for something more suitable - The Evil Pinky Scale!
1 Pinky - Fun? Thematic? Cool? Maybe. Good? No.
2 Pinkies - Rarely played but will have its moments
3 Pinkies - Solid card - you'll definitely see this around
4 Pinkies - A great card - a faction staple
5 Pinkies - Knockout. You'll see this used across all factions
Got that? Good. Let's get started...
Veteran’s Program
I can see that some decks may want this – I’ve never seen a
deck that aggressively tries to remove Bad Publicity rather than live with it,
but it’s possible it would exist. There
are some good 3/1 Agendas already and it’s not immediately easy to judge the
relative benefit of removing 2 Bad Publicity compared to, say, generating extra
credits with Gila Hands Arcology or rezzing huge ice with Profiteering, but the
more I think about it the more I convince myself that Veteran’s Program is a
legitimate option. Midgame I can see
that you may add more to your defences by removing 2 Bad Publicity credits from
each run the Runner makes than you would by gaining cash and rezzing another
piece of Ice. It’s still niche, but I’m
prepared to accept that it will see play at some point.
Rex Campaign
Paying 1 for 5 credits is a good result. Paying 1 to remove a Bad Publicity is a good
result. Paying 1 to make the Runner
waste a click and 3 credits is a good result.
But somewhere between waiting 3 turns to generate the effect and giving
the Runner the option of whether their economy is strong enough they can afford
to trash Rex Campaign I begin to lose interest.
I think it’s fine, but with Haas-Bioroid decks already overflowing with
good economy options I’m not sure this justifies a place in the starting team.
Fenris
I think a lot of players overvalue Brain damage, and that’s
why I’m not going to score Fenris too highly – I basically feel like this card
would be fine without the Bad Publicity and the Bad Pub brings it down quite a
lot. Brain damage is a lovely splashy
effect that has been hard to produce, I mean you permanently fry your opponent’s
brain – how cool is that?!? – but dealing a single point of damage doesn’t usually
contribute a whole lot towards you winning the game. As the Runner side I’ve won plenty of games
when my ID has been reduced to a dribbling vegetable by a Cerebral Overwriter
or two, and that’s why I would usually prefer to rez a Rototurret and trash a
program with my 4 credits than deal 1 Brain damage. Fenris is the most reliable way of dealing
Brain damage, and it will see play – it may well see more play as a splash into
Jinteki or Weyland decks hoping for some help in flatlining the Runner – but if
it’s only coming in at Strength 2 (bad vs Mimic/Femme/Garotte) I simply don’t
think it needs the Bad Publicity and to my mind that knocks a couple of stars
off.
Panic Button
This card is very niche – installed only as a HQ upgrade it
serves to really only do a few things:
1) It’s a cash sink vs Account Siphon. Quite how much cash you’re prepared to sink into it without winding up with a hand of 4 Agendas and having to pitch some of them to Archives, I’m not sure, but it definitely helps. The trouble is that the Runner plays Account Siphon to take away your credits, and if they go into Panic Button rather than Siphon they’ve still got a partial success from that run. The best case is that you Panic Button into Operation economy to then rebuild your credits, which isn’t too unlikely but probably means you lose a turn rebuilding back to the point you were at.
2) It’s a mild deterrent to running HQ for accesses – the Runner will have to be careful about when they time that run to minimise the Corp’s advantage and to ensure trashing Panic Button once they’ve got in. Runners don’t currently focus much on HQ accesses so that shouldn’t be too much of an inconvenience.
3) It helps set up combos, so it plays a role in Custom Biotics and Accelerated Diagnostics decks.
1) It’s a cash sink vs Account Siphon. Quite how much cash you’re prepared to sink into it without winding up with a hand of 4 Agendas and having to pitch some of them to Archives, I’m not sure, but it definitely helps. The trouble is that the Runner plays Account Siphon to take away your credits, and if they go into Panic Button rather than Siphon they’ve still got a partial success from that run. The best case is that you Panic Button into Operation economy to then rebuild your credits, which isn’t too unlikely but probably means you lose a turn rebuilding back to the point you were at.
2) It’s a mild deterrent to running HQ for accesses – the Runner will have to be careful about when they time that run to minimise the Corp’s advantage and to ensure trashing Panic Button once they’ve got in. Runners don’t currently focus much on HQ accesses so that shouldn’t be too much of an inconvenience.
3) It helps set up combos, so it plays a role in Custom Biotics and Accelerated Diagnostics decks.
I’m not sure if 1) alone is enough to justify a starting
place in your deck, and I’m not sure 2) matters that much against most Runners. That leaves 3) as the main reason to play
Panic Button, in my eyes. If you’re the
sort of deck where money isn’t really an object and you want to pull as many
cards as possible then Panic Button comes in and helps a lot. If the Runner decides to let it help by
running HQ. Which if they've any common sense they won't.
Shock!
I’ve been waiting for this card ever since it was first spoiled. Adding another access trap to your deck
approaches a tipping point where accessing R&D and HQ becomes extremely
painful. The word I use to describe
these sorts of decks is that they’re ‘spiky’, like your deck is a cactus that
it’s painful to get too near. With
Snare!, Shock!, Fetal AI and the identity power of Personal Evolution you can have
a deck with 20+ cards hurt the Runner simply for accessing them.
Dealing 1 net damage isn’t a lot, possibly not enough to
justify taking up a slot in your deck.
In some ways it’s similar to Data Mine, which is a card some Jinteki
decks packed and others would ignore.
But that’s not quite all the story and Shock! has two advantages over
Data Mine – the first is that it costs the Runner 2 credits to trash, which is
a little economic drain that isn’t an obvious element in a net damage ambush. The Runner could hit Shock! in your R&D
and not have the credits to trash it, leaving it there as a further deterrent
in R&D and your HQ. The second part,
perhaps the key part, is that Shock! deals damage from Archives as well, which
Snare! doesn’t do. Shock! will naturally
gravitate to the Archives through the game as it gets trashed or discarded, and
it becomes a defense on that server which is particularly good against
Datasucker decks. Spiky archives is something
that both Personal Evolution and Replicating Perfection are interested in.
Shock! is a key part in upgrading the Jinteki net damage
decks, and close to an auto-include. How
good that emerging net damage deck will be is going to be something I’ll talk
about another time.
“End the Run unless the Corp pays 1”
That’s an odd subroutine. The Corp pays NOT to stop the
run? Why would they do that?
“Do 1 net damage. Do
1 net damage. Do 1 net damage”
Ah, that’s why. Subroutines
on Ice fire in order and it’s important to know that for Tsurugi – if the Corp
doesn’t pay 1 then the Runner gets kicked out before they take damage, but if the Corp DOES pay 1 then
the Runner takes 3 net damage but the run continues. The Corp can’t have its cake and eat it,
though – Tsurugi can’t deal damage AND end runs (unless you’ve got Sensei ahead
of it).
Tsurugi begs to be compared to Neural Katana so let’s do
that. Both cards deal 3 net damage but
while Neural Katana does so in a single routine (which is very vulnerable to
Mimic) Tsurugi’s multiple subroutines make it a more effective late game tax on
the Runner. The price of that added tax
is an additional two credits to rez the Ice and one less strength. The Strength doesn’t matter too much except
against Parasite (the -1STR makes no difference to Ninja, and while Femme can
break Tsurugi for 4 credits it had to spend 3 to break Katana anyway) but the
added rez cost is pretty awkward and makes the card an attractive target for
Parasite/Emergency Shutdown/Forged Activation Orders.
I think one factor really determines the use of Tsurugi or
not – Bad Publicity. If you’re not
running much Bad Publicity then Tsurugi is a very effective upgrade on Neural
Katana, but Bad Publicity rapidly undermines the taxation from the multiple
subroutines making the added cost unnecessary.
TGTBT
TGTBT is not TGTBT (Too Good To Be True). NBN has perhaps got the strongest Agendas of
any Corporation so TGTBT is up against strong competition to justify a slot in
the deck and it simply comes up short in my view, particularly when you consider how many Runner decks are happy to simple ignore tags anyway. Pro-active tagging decks probably want the
more controllable temporary tag from Breaking News, while decks where tagging
isn’t a centrepiece will find more value from other neutral 3/1 Agendas with stronger
economy boosts.
Sweeps Week
Probably the best card in the set, we’re very fortunate that
Sweeps Week costs 2 influence or it would be joining Jackson Howard as another
NBN auto-include in every Corp deck. Let’s
assume that we live in a world where the Runner pretty much always keeps a hand
of 4 of 5 cards, which they have to do against NBN for fear of being levelled
by SEA Source/Scorched Earth. That makes
Sweeps Week and in-faction Beanstalk Royalties (with 4 cards) or a Hedge Fund
(with 5 cards). The faction with Jackson
Howard has been the faction that gained least benefit from drawing all those
cards as it had no economy Operations, so it’s a huge boost to NBN’s that they
can call on Sweeps Week and finally leave behind the bad old days of Pad
Campaigns and Private Contracts.
The second half of this card is that it subtly punishes
players of the most successful Runner ID, Andromeda. If you have Sweeps Week in your opening hand
against Andromeda’s 9 cards you can cash it in for +8 credits. +8!!!
That makes Celebrity Gift look like clicking for credits. It’s a huge boost, and arguably gives you the
credits that you might lose to Account Siphon if the Runner comes
knocking. Sweeps Week does NOT ‘kill’
Andromeda - Andromeda may look nice in her fancy red dress but she’s a
streetfighting badass and can certainly handle the Corp having a few more
credits – but NBN was already the hardest matchup for her and Sweeps Week helps
to cement NBN as the faction that handles Criminals the best.
BTW, the odds of drawing Sweeps Week in your opening hand vs
Andromeda: 28% at 49 cards in Making News, 33% at 40 cards in The World Is
Yours. More if you mulligan for it, but
I don’t think it’s worth mulliganing for if your opening hand is otherwise ok.
“The NBN Chum”, RSVP is similar to the Jinteki version in
that it’s a Strength 4 Code Gate that makes it hard to pass the next piece of
Ice. RSVP costs 2 additional credits
over Chum but offers significantly more for your money, making it one of the
strongest Code Gates currently printed.
The main advantages of RSVP over Chum are:
1) If positioned in front of Ice, RSVP means the runner is helpless vs the next Ice they meet. Chum makes the next Ice tougher (and punishes failure) but the Runner can choose if the run continues and if they’re confident they have the right breaker for the next Ice at +2 Strength then Chum has done nothing. RSVP pretty much forces the Runner to jack out after the encounter, regardless of what other icebreakers they have installed.
2) RSVP doesn’t just stop the Runner from breaking Ice it also stops the Runner from paying to trash assets, beat traces or steal Agendas like Fetal AI or the upcoming NAPD – cards like Red Herrings or Ash are excellent behind RSVP. Where Chum is helpless at the base of a server RSVP can still be extremely frustrating for the Runner.
3) I believe (but don’t hold me to this) that paying 0 credits still constitutes paying credits, and RSVP says the Runner can’t pay credits. So RSVP blocks Yog.0 from breaking subroutines, blocks Faerie, blocks trashing Snare! or Off The Grid. Niche applications, but important.
Edit: This has sparked a bit of a rules debate but more people seem to think RSVP doesn't stop Yog.0 than think it does, so maybe don't go building your red hot RSVP/Off The Grid deck just yet :-).
1) If positioned in front of Ice, RSVP means the runner is helpless vs the next Ice they meet. Chum makes the next Ice tougher (and punishes failure) but the Runner can choose if the run continues and if they’re confident they have the right breaker for the next Ice at +2 Strength then Chum has done nothing. RSVP pretty much forces the Runner to jack out after the encounter, regardless of what other icebreakers they have installed.
2) RSVP doesn’t just stop the Runner from breaking Ice it also stops the Runner from paying to trash assets, beat traces or steal Agendas like Fetal AI or the upcoming NAPD – cards like Red Herrings or Ash are excellent behind RSVP. Where Chum is helpless at the base of a server RSVP can still be extremely frustrating for the Runner.
3) I believe (but don’t hold me to this) that paying 0 credits still constitutes paying credits, and RSVP says the Runner can’t pay credits. So RSVP blocks Yog.0 from breaking subroutines, blocks Faerie, blocks trashing Snare! or Off The Grid. Niche applications, but important.
Edit: This has sparked a bit of a rules debate but more people seem to think RSVP doesn't stop Yog.0 than think it does, so maybe don't go building your red hot RSVP/Off The Grid deck just yet :-).
The world is crying out for Code Gates above Strength 3 that
matter and RSVP is one of those. Yog.0
and Datasucker will bust through but Yog.0 alone won’t and that’s enough to
mean RSVP will start sneaking into decks, particularly in NBN, while the
interaction with the traps and ambushes in Jinteki could see it bleed over into
that faction as well.
Curtain Wall
Best (and most misleading) use of flavour text in the
game? Almost certainly. Most overkill in stopping a run in the
game? Almost certainly. 14 is a mammoth amount of credits – not even
Weyland can pay 14 without wincing – but you don’t get much for that extra
money, particularly compared to Hadrian’s Wall.
Hadrian’s is rarely played and I doubt we’ll see much more of SuperHadrians.
Punitive Counterstrike
Like Shock!, Punitive Counterstrike is a card I’ve been
waiting for since the spoilers first hit.
Combining SEA Source and Scorched Earth into a single card is very
attractive, although the fact that it deals less damage (in most situations) is
very important. While I don’t think this
will see much play in Weyland or NBN who can call on the original Tag n Bag
combo Punitive Counterstrike finally brings Meat damage threat to Haas Bioroid
and Jinteki and that is important. Until
now Jinteki has had to rely on Neural EMP or Ronin for dealing damage on its
own turn, both with their weaknesses, but Punitive Counterstrike now offers
Ronin levels of damage with EMP ease of use.
Punitive Counterstrike works best with 5/3 Agendas (obviously) but where
players only previously had to play around 2 copies of Neural EMP it’s much
harder to play around two Punitive Counterstrikes and a potential 6 meat
damage. Similarly if there is a Haas
Bioroid brain damage deck then it has been desperate for a finisher once the
Runner’s hand size has been whittled down by the likes of Fenris, and Punitive
Counterstrike offers that.
I think Punitive Counterstrike opens up a couple of new deck
archetypes, and for that reason I’m going to hand it a decent score.
All in all I think True Colors is an excellent pack for the Corp, with something for everybody and pretty much no card you won't ever think about playing. Almost certainly the best Corp pack ever.
What did the Runners get? That's going to be up next...
All in all I think True Colors is an excellent pack for the Corp, with something for everybody and pretty much no card you won't ever think about playing. Almost certainly the best Corp pack ever.
What did the Runners get? That's going to be up next...
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