/anrg/ - Android Netrunner General

MWL list in casual non-tournament format.
Good? Bad? Thoughts?

>What is Android: Netrunner?
youtube.com/watch?v=VAslVfZ9p-Y

>Official FFG News & Spoilers site:
fantasyflightgames.com/en/products/android-netrunner-the-card-game/
boardgamegeek.com/blogpost/24049/netrunner-spoilers

>Official FAQ (post-MWL), Compendium on rulings, and common mistakes
images-cdn.fantasyflightgames.com/filer_public/aa/d3/aad35e6c-afdb-4de4-b034-ec5b5b748106/adn_faq_v312.pdf
ancur.wikia.com/wiki/Project_ANCUR_Wiki
reddit.com/r/postalelf/comments/2sm1d2/welcome_to_netrunner/

>NAPD Most Wanted List
images-cdn.fantasyflightgames.com/filer_public/fa/84/fa84c620-cd7e-4c6c-96bd-c703419fca5e/adn_mwl_v12_web.pdf

>Card List and Data Pack Details:
netrunnerdb.com/
blackat.co.uk
acoo.net

>Deckbuilding Resources:
netrunnerdb.com/
meteor.stimhack.com/
acoo.net

>Breaker Cost Comparisons
ice.emergencyshutdown.net/

>Articles and Blogs:
stimhack.com/
self-modifyingcode.com/
runawaynode.wordpress.com/
sneakdoor.wordpress.com/
netreadyeyes.wordpress.com

>Podcasts
runlastclick.blogspot.ca/
canlaugh.com/nerdrunners/
northerngamingnetwork.com/tagme/
thewinningagenda.com/

Try "Why I run", great for prospective Runners looking for a hands-on demo on how Running works (replace spaces with dots):
www nagnazul com/whyirun/whyirun.html

Play Netrunner online (replace spaces with dots):
Jinteki net

>Sealed Format Generator
anrsealed.com/

AutocardAnywhere is a Chrome/Firefox/Opera/Safari extension to get quick access to cards while browsing a site.

Check out the very WIP 1d4chan
1d4chan.org/wiki/Android:_Netrunner

Worlds of Android Scan now in the OP
mega.nz/#!y0cC3ahR!bQlSrpCY4NamDKvq8FPXJEHAFS2WAvfzkZ0oyTbM_us

Old bread

Other urls found in this thread:

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>Thoughts?
Inevitable outside non-standard formats - i.e.: cache refresh, 1.1.1.1, campaigns etc.

Cache refresh does follow the MWL but onesies and campaign doesn't.
I was more asking about casual games outside a tournament or league, if following the MWL is necessary to balance cards that otherwise can make decks not fun

I'd say only if you know there's some unfun combos that you've got - Sensie is pretty bullshit, for example, as is Parasifr Faust

>MWL list in casual non-tournament format.

We don't but then we're lucky to not have the kind of assholes who'll bring hyper optimized tournament decks to paly against people who barely have tipped their toe in the card pool.

So what are the chances of a surprise(!) Core 2.0 appearing in 2 months?

About as low as can be.

A "surprise" anything would be a terrible move, we've had debacles where just a small pack or rule change has been implemented just before an event, and that didn't go well at all.

The cycle to be announced is pretty much the most important for the game though, so combined with the new releases from other licences no wonder they're taking it slow

Better not be too much of a surprise. I can't imagine the shops are going to take it lightly.

I'd say next to none. A core 2.0 sure as hell would make me happy.

I personally use the MWL for every deck because I think it allows me to be a bit more creative with the decks I make. I don't force other people to do that though when playing casually.

General question that I'm throwing out there: what underutilized ID's would you like to see used more? And how you make them more viable?

I've got an updated version of my Nero list. Any other changes I should make before I take this to a GNK?

Nero Severn: Information Broker

Event (10)
2x Account Siphon
3x Forged Activation Orders
2x Inside Job
2x Legwork
1x Levy AR Lab Access ●●●

Hardware (4)
3x Daredevil ●●●
1x Recon Drone

Resource (21)
2x Aaron Marrón
3x Aeneas Informant
3x Earthrise Hotel
3x Gang Sign
1x Hernando Cortez
1x Jak Sinclair ●●
1x Political Operative
2x Rosetta 2.0
3x Security Testing
2x The Turning Wheel ●●

Icebreaker (5)
1x Abagnale
1x Breach
1x Faust ●●
1x Femme Fatale
1x Mongoose

Program (8)
3x Au Revoir
3x Cache
2x Tapwrm

15 influence spent (max 15, available 0)
48 cards (min 45)
Cards up to Terminal Directive

I'd go down a Gang Sign, SecTest, and maybe Cortez or Tapwrm to get to 45.

I'd also suggest making a copy of the list, and start cutting cards for teching against what you think might pop up. You're geared pretty well for asset spam I think, although not having a way to get rid of corp recursion, especially for kill/prison spam, will suck. Too bad Caldera isn't here yet. Maybe fit in a Feedback Filter.

I've used your suggestions but left my deck at 46 because I added a sports hopper to help null the railgun decks that I inevitably encounter.

...

What flavour of railgun? Power Shutdown doesn't work anymore, so regular BN + HHN + Midseasons?

Yeah for the most part. I like sports hopper more than plascrete as a railgun silver bullet since I can actually use it in other matchups for link or card draw.

But if this hypothetical core 2.0 turns out to be something like what x-wing has, would that still be a big issue?

What is it what Xwing has?

X-Wing has two core sets, one representing ships from the original movies, and ships from the Force Awaken movie. They have the same ships, but the load outs are different I think, and they're both full sets so you can start from either.

So if Netrunner Core 2.0 works like that, we'd have two different entry points that have different cards, and both would be legal instead the new replacing the old. No idea why people would immediately assume a full reboot would happen instead of this.

If we're critical though, it'll be very hard for a new core set to top the original I feel. Unless they keep the doubles and singletons in both sets, and only have the 3-ofs be different, you can't really beat a set with Scorched, Breaking News, Biotic, Snare, Siphon, Magnum Opus, and Parasite in it.

>They have the same ships
They are not the same ships, merely very similar.
>they're both full sets
I don't remember, I thought they just had 1x Xwing and 1x Tie?

>merely very similar
Exactly.

Both have two Ties and an X-Wing, I think, I'm not too sure on exact contents. Though what I meant by full set was both had complete dials, tokens, range sticks, basically whatever you needed to start diving into a game with; both are proper Core Sets.

A lot of the 3-offs are pretty critical for their respective factions, although given that TD had many cards that are similar in function to Core stuff, perhaps those cards might be swapped out for other (hopefully useful) stuff.

It does also beg the question of how a hypothetical double core choice would affect Cache Refresh decks.

>Cache Refresh
Choose one core?

Would be a rather drastic choice of both cores are significantly different in the important bits though.

Indeed, but Flashpoint managed to get a similar feeling. Imagine if Flashpoint was released as a second core box instead of a cycle. It would need some fixing, like neutral econ to replace sure gamble and hedge funds, but we have new archetypes that complement those in the core set. Derez instead of bypass, stealth instead of MO and shaper breakers, placing Null as the Noise replacement makes Sifr qith Nfr and Sunya an interesting choice for breakers. Etc.

Critical, no. Iconic, maybe, but losing the 3-ofs only means a change in the core set game plan instead of not being able to function at all. Anarch for example is perfectly functional losing DemoRun, Stimhack, Parasite, and Cyberfeeder.

If the deck built is in synch with the chosen core set then there's no real problem there.

That's true, though bear in mind that rotating cards usually have higher power levels than non-rotating on purpose. Not that the specific cards you mentioned are particularly over the line though (except maybe Net Mercur).

Mercur, rather than Sifr or Marron?

Null does feel more 'core anarch' than Noise, who's very much unconventional and a specialist, though Sifr really does sour it me on it

I actually managed to block Sifr while reading that post, for some reason. And Marron doesn't contribute that much to the mentioned derez strat, he's just good.

Oh true.
Actually Aaron gets significantly less ridiculous if you don't have Siphon - I mean he's still ridiculous, but Siphon really takes the piss, given it's basically THE crim card.

It's funny because in the original Anatomy of Anarchy article they pose Siphon as an anarch card in disguise.
It's the only criminal card that directly denies credits while it tags the runner. There are no other criminal card that does any of that. The only criminal part is the stealing of credits, and even then I guess Anarchs sometimes do that too (with a virus and in less amount).

Idk, I wouldn't be surprised if Reina would be the Anarch representative, and CT the Shaper one. No idea who the Criminal runner would be, perhaps Andromeda?

The corp IDs would be anyone's guess, since the rotating ones are either too crap, or play drastically differently from everyone else.

Those runner are dead, bankrupted or in jail man, let it go.

Personally find Reina has always been in a weird spot. The aggressive face-checking and opportunistic play-style makes her one of the more "core" Anarch ID to me. But then so many of her attack vectors - mainly the anti-econ, but also potentially the targeted derez - are things that I would associate with Crim.

With all our talks about Crim cards these past few months, I've been wondering about factions having an identity crisis as the designers tried to expand the base design of the game - and I think it's been particularly apparent in that blue meets orange anti-econ side of the game.
But I haven't bothered to put it into words.

...

I'm thinking, if I were to make a couple of Reina vs GRNDL decks, starting with Reina, I think I'd start with the Caissa of course, but judging the novel I'd go with Counter-Inteligence for multi-access.

On the other side we have Mr Stone. Dealing 1 damage every time the runner takes a tag. That should keep the match interesting. Now it just needs something else to survive long enough the tagme against Weyland.

>I've been wondering about factions having an identity crisis
They have been pretty adamant on the whole "mechanics don't *belong* to specific factions" thing, even if how lenient or strict with that seems to change on a whim. That said, the factions share a decent amount of archetypes or mechanics I feel, like punishment evasion (Shaper + Crim), anti-econ (Crim + Anarch), good draw and recursion (Shaper + Anarch), etc.

>Counter-Inteligence
Counter surveillance?

Shame it's a clan resource, but yeah, definitely fits.
Guess Reina learned some of her craft on Mars

>They have been pretty adamant on the whole "mechanics don't *belong* to specific factions" thing

Yeah but then certain mechanics do belong to factions. If only out of mechanical prerequisites and consequences - you hardly need derez when you have ICE trash*.
And more importantly, it goes back that old conversation about how Criminals had been lacking power-cards for a long time. Not powerful cards - as in Aaron Marron - power cards as in, I don't know, Rubicon Switch looks like a cool candidate? Cards that make you go "this is why I play that faction, this is what I want to be doing (of course a card can be both - see AS).

So yeah that anti-econ aspect that was mostly a crim thing when the game started grew more and more in orange with time. To the point that we don't have much of a problem associating both together, feels natural. But then, where did Crims expand in turn? What did they get that fuels their strategies and define them further as a faction?

*: I know, ironic considering where I started the conversation from, but hopefully I get the point across.

forum.stimhack.com/t/increasing-diversity-in-the-netrunner-community/9064

>Stimhack going full SJW again.

Why am I not surprised.

Please leave, we don't care about your drama.

I was looking at the "evolution" of blue cards over the sets and it's true, we have mostly econ cards (as expected) and certain outliers that never amount to anything like CBI raid, bribary and stuff like that. We have a few interesting cards like the Spy Cameras and how Geist advance the deck by trashing cards. Nobody reorders his deck with spy cameras though. I thought of trying using it with Drug Dealers to choose what is being draw, or maybe Oracle May. But never got the time for that.

>You might try shifting the locus of events from an intimidating one (game stores) to a more familiar, comfortable one (coffee shops, microbreweries).

>microbreweries

Does this fucker mean "the pub"? Cause a microbrewery is where they are busy making beer not playing card games.

>MWL list in casual non-tournament format.
>Good? Bad? Thoughts?

Good because it limits power level of busted cards. If you need to use them in a casual deck, you'll find a way to anyway.

Besides I really never understood this notion of playing kitchen table just for fun. I've always imagined that if you play a game your primary concern should be getting better at it and fun comes just from simply getting better, understanding more intricate mechanics or from satisfaction that you managed to get out of a very difficult situation just by skill and good understanding of the boardstate.

>game stores are intimidating

I just want to play fucking card games dammit. If you think game stores are intimidating, why are you interacting with other people? I'd be more intimidated walking into a pet shop than a board game shop.

I'm really hoping that Crim and De-rezing becomes a more fleshed out experience, since I can see that being an interesting line of play in the future if more different cards are added.

>Criminals had been lacking power-cards for a long time

See pic rel.

>wanting to just play card games is racist

>See pic rel.

What else since Core?

Honestly? I still contend that Sifr wouldn't be that bad in an environment without Parasite, which is a card I'd heavily advocate removing if they overhauled Core anyway. I can admit it should have been higher on the influence cost, but alongside Null it really gives the fixed breakers some new life.

I want to make a corporate style deck which only uses Null, fixed breakers and Sifr with Parasite to get through most ice very easily. I might actually throw that together and bring it to my next meetup.

I like the base principle of Sifr. I still think the hand reduction "cost" is where the issue lies, functionally.
It's not significant enough to even register the vast majority of times. An issue magnified by BOOM! being published alongside.

The idea of playing "kitchen table" or just "for funsies" is for the experience. It's win or lose being able to say you genuinely enjoyed the game and maybe got some fun stories out of it to tell later. The getting out of difficult situations can make for some of the aforementioned interesting stories, but not so much when getting out of the situation repeatedly is a wholly miserable experience.

One thing people discount all too often about the non-competitive side: people having a miserable experience can voice it, with decks being changed accordingly more easily and rapidly.

When playing in a competitive meta, voicing the same concerns would be more likely to get you answers like "well that's what the deck is supposed to do, I'm winning" and "that's not my job to regulate the game, just wait for the next MWL". Often worded in a less confrontational manner, but amounting to the same.

The base social contract of competitive is "we play to win to the best of our abilities".
The base social contract of non-competitive is" we're playing to have a good time, whatever it may mean to each participants".

Very different experiences.

I think if the influence had been higher initially, or if it was "reduce your handsize by 2" it would have felt more balanced, and wouldn't be on the MWL or hopefully lower on the tier list. It's definitely an interesting card, but I agree with ; Parasite turns Sifr from a good card, into something the gods would only dream of.

>ironically much more brutal in anarch decks then crim ones

True, ice interaction mechanics do seem to be faction specific than most others. The "mechanic belongs to this faction" is a lot more inconsistent corp side though, or atleast a lot more interchangeable between corps. Might be a thematic thing I guess.

...

There's that gloss CT with a core set symbol (iirc) about for a while, so who knows?

How is this coming along?

As someone who adores Fisk and is looking for ANY Corp draw effect ... this card is still complete trash

It's a shame the majority of the crim cards from TD turned out to be mediocre at best.

Pretty sure Şifr would be balanced if it was "reduce your handsize to 1" instead of "by 1". And there's this whole thing about instant speed Parasite as well.

You haven't played against siphon spam Leela, yes?

It is quite awful.

Crims getting their derez and bypass game upgraded by TD and Rubicon feels good to me, I often feel that with Siphon (and then Andy) crims were held back in getting different strategies because their extant one - go fast and use the good stuff - was good enough.
After all, they kept winning

Theoretically this followed by a Medium or Legwork run should be pretty good. It's all about getting accesses, which people tend to forget over the next new shenanigans deck that wins an event.

That said, I do wonder if Crim has a lot more "vanilla" in them compared to the two other factions. Not that they don't have any, but usually whatever tools they get usually help them with accesses over stuff like destroying board state or building inevitability, for example.

I really like it, but then I seem to be in the minority of people that really like cards that offer a choice to the other player. I also like cards that allow you to infer hidden information. And SYN Attack does both.

Can work pretty decently with a Medium/Gauntlet/Turning Wheel set up in my experience.
Like Fisk, I hope the card will have a better time post rotation. Though the card itself is not particularly recommended for Fisk milling builds in my opinion - if you go milling, you want the clock acceleration to be a certitude, and can't afford the corp having the option to stall, especially at a two-click cost..

Agreed on the vanilla bit. They're the pros, and pros just do the job. No fancy stuff.

If she can chain trigger her ability, then yeah that's brutal, but anarchs can do it just as/more easily with all the ice trashing they get alongside in-faction recursion.

I keep trying to compare Charlatan and Tracker. Tracker is really interesting and I think the prevention of subroutines firing can be a new thing for criminals. It goes pretty well with Grappling hook.
Charlatan I see potential, but at the same time is so limited it's almost a waste.

Don't see anything reasonably good about it. The clause of first rezzed ICE encountered (corp can easily counter that with cheap stuff) AND needing and extra click makes it just outright terribad.

And despite it having decent full bleed artwork, having it chosen as the runner side prize for the TD launch events is just...bad. At least Eli 2.0 is somewhat usable in some HB decks.

I'd say that the most Charlatan has going for it is its art work. Tracker has a much higher likelihood of seeing play and I think interesting potential than Charlatan. Going up against an NBN deck with Tracker could actually negate quite a bit of ice, or at least make it easier to get through Data Raven, IP Block, Resistor, etc. especially if you have a hunting grounds on the board.

Charlatan is really a weird one.

Tracker is immediately understandable. It's great early game as a pressure solution to gear-check ICE with its zero install cost and non-type dependent solution - and it offer some cute uses later on if needed (break all subroutines form ICE A and let ICE B fire so that Tracker prevents it, particularly good if B is high Str with one subroutine). Combos with existing cards (Grappling Hook). Pretty unique solution to some others (Mirâju)

What does Charlatan wants to target though? What does it want to do? Its 5 cost and rezzed ICE requirement makes it useless in early game.
Interesting targets are low str high subroutines ICE, NBN on-encounter effect ICE, and sometimes high STR High subroutines ICE.
But then said NBN ICE tend to be high str, making it prohibitive - two clicks and 4 credits to prevent Data Raven from Tagging me? Not *useless* but going to call for pretty specific board states to be worthwhile.

And then the timing requirement on Charlatan makes it so hard to actually have it fire on the ICE you light want it to target.

1.) It would help if you considered the rest of the context of the conversation as Parasite being problematic was already addressed
2.) Why is everyone's solution to "fixing" cards to overnerf them in such a lazily simple way instead of *actually* looking for a balancing solution?

Actually that card might have some merit now that Rubicon Switch is a thing. Or just a greater density of Derez effects in general. Since the ICE has to be rezzed beforehand if you're playing around with their ICE placement you can more likely engineer a situation where Charlatan hits something you want it to because maybe something slipped through that you missed the chance to Rubicon.

On that note, however, how do folks feel about trying to make the Raptor breakers work with Los?

The thing I will note about the Raptors that I've noticed is that they don't go well with the highly aggressive style people seem to tend to associate with Crim, but I think they work pretty well with the more passive "sit back and wait" builds that make fewer runs, but ensure those runs are more high-impact.

So does anyone else think it's kind of bullshit that people complain about Runners being too rich when Corps keep getting neutral *influence free* econ?

People fail to realize that the reason runners are so rich is because :
a) Ice destruction whatever is taxing, so they don't spend money
b) Whizzard money to trash is very profitable
c) They don't run except to combo run or to snipe
d) Corps don't play ambushes/no bluffing

>community stuff

I'm going to regret this, but hey, blog post incoming, give it a pass if you're not interested in the conversation.

Trouble with the nice intention of being welcoming is that it can only do so much. Thing I learned from managing a club: you need to reach a certain level in any given population to be attractive to that population. That's because a lot of people have a hard time dealing with otherness. By which I don't mean they are racist, they just have a hard time *being* the other.

I remember reading an interview of Chris Rock about how weird it felt when you've been successful, and suddenly you're mingling in those high places and you're the only black person around. I've seen something similar in very extreme form twice. Once in Africa, one French guy after a few days had literal panic attacks from being one of the only white people around. The guy wasn't racist. He wasn't afraid of others doing something to him. But he had never been the other. And it hit him hard the realization of what it meant.
Another time was in Japan. Now the friend was of Japanese origin, but he was clearly foreign, and when an elderly woman refused to sit next to him on the bus, he was seething with rage. He had been the other - in Europe, but he wasn't expecting it to happen here.

All that to say, you can be as welcoming as you want, some people are going to look at your homogeneous group and feel "I don't belong there. I'm the other". And all it takes is one person actively, if mistakenly sending that message to have people leave.

So you want to expand your community? You can't really count on individuals - unless you're lucky and you manage to attract an opinion maker, or very lucky and you manage to get several people at once. You have to make sure people come in groups. Which is hard to do given how much is out of your control. You'll have to actively seek out and recruit people so that you reach that critical mass that lets those people inform the community by just being.

I think looking at the micro game-to-game communities in the club, this is nowhere near as apparent as with women.

Young girls playing? No problem. Older women? A bit harder, but we have them.
But then post-puberty girls? We're bleeding them (no pun intended). You can see how the sexual context changes everything, and unless you have enough women in the group, and I would say, but it may just be me, older women that make the space feel neutral and secure, you have very few. Even the younger girls that were playing before just leave if they don't find that proper space.

Last: you're probably never going to be so open you get everyone on board. Just admit it from start.

Hmmm, interesting point. I do hope that people, even if they feel that sense of *being other* would sit down and ask to learn to play. What matters is making that first step from either side I guess, to make people feel included and interested.

I'm against having community sanctioned race quotas and getting everyone to be more "inclusive" to make themselves feel better. Get people to play netrunner, have a good time, and get them to join the community. Just get more people to play and enjoy the game you love, purely because you want them to love it too.

>Why is everyone's solution to "fixing" cards to overnerf them

Well, what do you propose as a solution to a card everyone agrees is way above the power curve? Raise every other cards a little bit? Why is it bad to propose a cost to the ability that is similar, if not on par, to the gain? How is it overnerf?

Derez play might give it some leeway now that you mention it. Not convinced, but definitely worth looking into.

I tend to agree that there's been a big issue with corp taxing power not being on par for a while.
I have a feeling things might have changed a bit, but this would need some heavy game-accounting checks I can't take the time to do right now.

I guess because making Sifr reduce your hand to 1 is WAY too brutal, specially when Nexus also makes bypassing a piece of ICE trivial with enough credits/link.
I think Sifr should reduce strength down to 1, within the effective range of Sunya and nfr. It would play around parasite just enough to make it a necessity to wait a single turn or play more cards like ice carver and datasucker and wyrm

>I guess because making Sifr reduce your hand to 1 is WAY too brutal

The closest equivalent we have is NULL/Faust. One card trashed for -2 str. Sifr can make even Wotan be 0 str. And doesn't *require* you to lose any card since you can use anything in grip before end of turn.

If anything, I'm thinking 1 is more than fair, I'd go zero myself. the runner *must* be sweating any time he fires Sifr, or it's not doing its job. Otherwise there is no real cost associated.

>specially when Nexus also makes bypassing a piece of ICE trivial with enough credits/link.

Yes, so with enough set up. Set up Sifr does not need. As it is the enabler to other cards,a dn not the other way around.

I'm thinking seeing it as purely racial and not also social - class issues if only, but also sub-communities - is doing the thing a disservice. But then it seems to me one big problem in the US where race all too often seems like a convenient scapegoat to hide what actually are class-related issues. The two being so messily intertwined there.

#

God I love Sifr/Wyrm. Both from actually making that card viable and from the reactions you can get from people because you're running Wyrm.

That said reducing to one instead of zero does seem more of a fair compromise, but you lose out on the flavor.

#
Going down by one isn't actually *entirely* trivial, though I suppose it's a bit more of a corner case. That said...

>>specially when Nexus also makes bypassing a piece of ICE trivial with enough credits/link.

>Yes, so with enough set up. Set up Sifr does not need. As it is the enabler to other cards,a dn not the other way around.

Nexus doesn't need that much set up. The decks running it are already typically using Runners with native link so you're typically getting through ICE for 2-3 credits on the Nexus alone. I would happily pay 2 credits instead of 6+ to get through a DNA tracker with nothing else on board.

Which brings up the other point about Sifr not requiring setup: It absolutely does. Let's compare it to Nexus again. I can plop down a Nexus, *just* a Nexus, and start aggressively facechecking anything I want. With a handful of credits I either get through the ICE, bounce off an etr, or bounce off something nasty and take a tag that I just shed next click. You can't do that with Sifr. To use the tracker example above, I can plop down a Sifr and go to town. Of I'm suddenly staring at a DNA Tracker with no Decoder, I can bring that Tracker down to zero all day. I'm still taking 3 Net to the face. Nexus gets better with support and definitely *does* want the extra setup but works just fine on its own. Sifr still requires you to be able to deal with the ICE in some way out of the gate.

>Which brings up the other point about Sifr not requiring setup: It absolutely does.

I'm going at it the other way round: it does not require set up. It is the set up. Sifr does nothing on its own. It's here to enable other cards. Same way Link does nothing on its own. It's here to enable/disable other cards - like Security Nexus.

>start aggressively facechecking anything I want.

Unless going full tag-me, let's not downplay the 8 cost and tag-removal requirement.
(Unrelated, but it feels like only yesterday you could hear people going with the conventional wisdom that an 8 cost console was unplayable)

>Going down by one isn't actually *entirely* trivial, though I suppose it's a bit more of a corner case.

If we're talking reducing grip size by one, when is it not trivial? What corner cases are we talking about exactly here? It's not even putting you in single scorch range. Hell, if you're playing Anarch, staying at four helps, since you want the certitude of your IHW being hit.

Much as I hate to say it, this is kinda true.
Im a dyke and me and my gf go to our only real FLGS. It's a great place, with awesome selection and friendly people behind the counter.
The people who go there, too, are pretty normal looking - I've not even seen more than maybe two full blown neckbeards, it's weird.
It is, in no way, unwelcoming like all the stories and memes.

But even with all that, we've encountered maybe one woman there before.
Neither of us are going to stop going cos, fuck, where else are we going to get our tabletop shit?
But it is a very strange feeling being the only ones in the room, and it happens almost every time we go.

>>start aggressively facechecking anything I want.

>Unless going full tag-me, let's not downplay the 8 cost and tag-removal requirement.

Oh, it's an investment all right, but let's consider what it enables:

Say I'm Sunny. I spent my last turn getting up to 8 or so credits and dropping that Nexus and the Corp is at mmm... 14-15 is credits or so. Next turn, I can get up to 2 credits and run whatever server I choose. Does the Corp spend 12 to rez that Chiyashi or 8 to rez that DNA Tracker or Tollbooth? Maybe a modest 6 for that Fairchild 3.0? 5 for Komainu? 4 for a Data Raven or a Mausolus? All of those are pretty unpleasant facechecks. With Nexus, you simply don't care. A simple trace will get you through for two credits. No nasty on-encounter, no nothing. The Corp can still potentially keep you put but they have to spend money to do it, you shed the tag and next turn you can go poking around elsewhere. This means that sometimes it's not worth it for them to rez the ICE at all. Before you get into the additional risks associated with tagging there's typically not a whole lot anyone but Weyland can do to you with a single tag that early in the game if all you have down is a Nexus, so while floating the tag isn't recommended it isn't suddenly a death sentence if it sticks for one turn. That said, like pretty much any other aspect of this game it's all about reading the board state. Obviously you aren't going to do this if you suspect something like an immediate HHN or Stinson, but against someone just trying to rush out Agendas? Having to spend on those early teases really slows them down, especially if they pay for the ICE and you can still either get through or not eat the subs either way and keep in mind you can be doing this as early as turn 2 (turn 1 in Christmasland) Never underestimate the power of making the Corp keep spending money to keep you out after they've rezzed their ICE.

As someone who lives in the Midwestern US, this is definitely true. Class issues and race issues are heavily intertwined here and can make talking about either a very messy situation. And you are 100% correct about people using it as a scapegoat to hide class related issues. It's because of how heavy handed people respond to accusations of racism and the response it causes.

Different poster, but that's why I think lowering the handsize by two would have made the card significantly riskier. Popping a Sports Hopper will no longer save you from BOOM, a fully used plascrete will stop the damage but you'll lose your whole hand, double scorched earth will kill you outright in either of those situations, etc.

>Say I'm Sunny

Already a huge opportunity cost right there. There's a reason the Nexus is Sunny's console. And thee influence.
Now out of Sunny, even with 1 link runners, we're talking 3 credits per ICE if the corp doesn't boost trace. After paying 8 credits for install.

I'd say all you've been saying is interesting, but beside the point. I'm not trying to downplay the Nexus's innate power. It's an incredibly powerful console. I'm just thinking "aggressively" is a bit misleading. It's not my rush decks that fear Nexus reaching the table.

Hell, 2 would make Snare a nasty prospect as well. Odd how even the very slightest adjustments can make cards an amazing amount weaker or stronger - pic related is another example I think

Doh

I love Skulljack not only for its art and flavor, but because it is genuinely a decent card that is only fucked over because of Scrubber.

I think it's ironic that against asset spam it can be almost as good as desperado or bad pub, yet it never really saw adoption - as you say, Scrubber is just so good for the same cost and no damage

Also is J-net down for any of you?

Pretty sure whatever card this is from isn't out yet

Maybe people will start using Chrome Parlor's more post rotation. It would be nice to see more cybernetic cards hit the table.

>Hell, if you're playing Anarch, staying at four helps, since you want the certitude of your IHW being hit.

That does exactly nothing but maybe save you a couple clicks. A single Scorch wouldn't kill you at 4 cards in hand, yes, but IHW at 4 cards in hand won't save you from the double scorch which would kill you either way if you weren't at 5. It's not the huge chunks of damage that you need to worry about. It's the Thousand Cuts style decks. They're the ones where the difference between ending with 4 or 5 cards in hand matters.

I love that this is a more sensible, level headed response to the entire issue than I've seen on either Reddit or StimHack. Kudos user.

Explain. Max hand size doesn't matter until the end of your turn, particularly a temp reduction effect like Sifr's. Having a temp hand size reduction for the turn isn't going to make you any less prepared to eat an ambush. It's the damage you'd take on the Corp's turn that would make it relevant and the hand reduction would hit you either way in that case.

Well when you consider the next most common user of Nexus is Kate, who gets it for either 7 (or 4 if she opens with Modded), that's still not that long to set up. As for being aggressive, realize we're talking what is essential a Console with a built-in AI breaker that will always be able to save you from even the nastiest of surprise subroutines. One of the biggest reasons *not* to run early at times is the potential for some awful facecheck subs. Nexus doesn't care. As long as you aren't expecting something waiting in the wings just from running (which would be a problem regardless in that case), you *can* run early and often and slow the Corp down while you spend time building back up.

Truer words have never been spoken, user.

Hell, as a nonwhite gamer, I can say that what I want most, if people feel that the racial issue is that important, isn't to see more "nonwhite" gamers or to have extra attention paid to me because I'm a nonwhite gamer. I just want to be able to go into my flgs and have people not have my race matter. If I can walk into a place and have no one bat an eyelash, and I can expect that for pretty much anyone else who walks in that door, then I think that's a pretty good community. It's not about being underrepresented. It's about it not being an issue at all. It's about people just enjoying their games. That, I think, is one of the best ways to get people not to feel like "outsiders" and that's why I love my LGS.

If you use it on consecutive turns without some draw (wyldcakes being a notable exception) then having a handsize of 3+cards you drew this turn is tough.

I was also thinking about corp turn though, -2 puts you in range of a lot more corp effects

Power Tap Andy likes that console as well fwiw, and honestly it's a shame the pack with Citadel came out after worlds '16, otherwise we could have more full bleed crim stuff (although not having Desperado there sucks).

Whenever I start deckbuilding in criminal I end up with a Sunny deck. I just don't like Sunny ability enough to build for it.

>against asset spam it can be almost as good as desperado or bad pub, yet it never really saw adoption

Add also multi-access on centrals, where it can represent even more value provided you access and deal in one run with several cards that can be trashed.

Having played it, I found the card was pretty good value in a the asset spam meta.

Ok, jank overtaking me but, you know where this would be funny to play? Itinerant Protesters deck.

What of the brain damage? Problem with the card is not the value it gives to trash things, it's the unbalance between the cost and the effect.