This is my new favorite Criminal ID, being what I wanted Nasir Meidan: Cyber Explorer to be, a deck that makes high value runs to steal agendas and uses as little econ as possible because you will lose it all.

You cannot use Security Testing, Armitage Codebusting, or any connections, so you have to run your economy off of Stolen Contacts, Exclusive Party, Elysium, ZDNet Access, or Zona Sul Shipping. You can use Daily Casts if you want but I would advise against it.

Use Gemon, Lamis, and Maron to make cheap runs and hopefully steal an agenda, which relieves you of having to pay the 2 fee for a successful run. Ash 2X3ZB9CY is annoying.

You have to run 2 copies of Plascrete Carapace, and against full-on kill decks you might even use both.

Multithreader is great for you, since it's the best source of for the Runner.

7/10 Great against popular, boring Corps like ETF, RP, and even GRNDL.

606

Echo Memvaults: Reality Reimagined is the 2nd best ID in the game after Engineering the Future, followed by Cerebral Imaging: Infinite Frontiers and NEXT Design: Guarding the Net. The reason is that it has 15 influence unlike ETF, and does not require you to build an otherwise bad deck to utilize the ID ability.

2 brain damage near the beginning of the game is great, the negative tempo of losing cards makes the Runner sad, and they will have to spend their first turn installing their 2 best cards so as not to lose them. Then the tiny handsize for the rest of the game will really annoy them, unless they are on Public Sympathy.

You are very good against brain-me decks, not that anyone ever cares about that.

Adam: Compulsive Hacker with Neutralize All Threats is funny, but he can be very annoying with Always Be Running cracking your non-bioroids and using Synaptic Remodulator on the bioroids to not lose tempo. Also, FA decks hate getting multi-accessed.

You kinda have to be a FA deck because your ability is of very little use in a Glacier deck, as the Runner can recover from getting hit with your ID.

Microtransactions and Nootropics Campaign help with not being ETF, Vulcan 1.0 is a good 1x ice.

8/10 Very good ID.

606

Welcome to Reviewing the Little Boot Icon, an unfortunately named series of reviews for Reboot-modified cards. Today's review: Public Support, secretly the only way to play Punitive Counterstrike.

  • Changes: Rez cost 2>1. This card is not PAD Campaign value.

  • Pros: Make the Runner pay 5 in Gagarin Deep Space: Expanding the Horizon! Get your 7th point in a 5/3 deck, meaning that Gagarin is the only Weyland home for Punitive now.

  • Cons: Runner will just trash this if you don't ice it, so either defend it or want them to trash it. Anti-synergy with Helium-3 Deposit, FFG should've made it add power counters until you got 3 for the point.

6/10 Pretty solid Weyland asset.

606

Apocalypse is the best apex card. It was changed to take 5 influence because it was OP out side of apex at 3 influence. It allows you to nuke the board state, and gives you a lot of fuel for Endless Hunger if you can get a second one. To make it good you must have lots of points in the first place, or the corp will set up again before you can win. It also opens a good window for Notoriety as it is now easy to run most servers. All the corps installed agendas are now in archives. It has a weakness to Shock! and The Future Perfect and most Jinteki traps. Over all it is a good card, but not as good outside of apex as it used to be.

I love this whole Create 3 copies of _ and add them to your grip. cycle (Smashing Spree, Stolen Contacts, Fuzzing). While all are flexible (by construction), "make tokens that earn credits" is the most generic (and humble) effect among them.

If you immediately play out all three token-cards you've just fake-drawn, it's like a less-profitable (rebooted) Day Job:

1[$] Event: Quadruple - Job
(criminal 1/5)

As an additional cost to play this event, spend [click][click][click].

Gain 9[$].

But it's also a modal that can be split up across 1–4 clicks however you wish, like "first two now, the last one later":

1[$] Event: Triple - Job

As an additional cost to play this event, spend [click][click].

Gain 6[$].

Create 1 copy of Easy Mark and add it to your grip.

Also, this cycle immediately gives you one extra "hit point" (w.r.t. damage) than just taking the basic click-to-draw action, like a Diesel, even if you don't care much about the cards you're drawing, or don't have the clicks left to play them. For example, if you start your last click with just this and another card in hand, you'll end your turn with four cards in hand: enough to survive a Scorched Earth, enough to keep your (say) Legwork 75% safe from a single net damage (instead of 50%), or so on.

Generally speaking, filling your hand with multiple weak cards (Easy Mark) of a single card (Stolen Contacts) can be a become a less/not weak effect. However, if you don't play the tokens out soon enough (like as a pseudo–Triple event), it will tax your max-hand-size, unlike a click-based econ resource (possibly making you discard a token). Compare, like a faster Telework Contract:

1[$] Resource: Job
(criminal 1/5)

When you install this resource, load 9[$] onto it. When it is empty, trash it.

[click]: Take 3[$] from this resource.

"Your maximum hand size is decreased by 1 for every three credits hosted."

Logistically, such token-cards can work better—even offline—in a so-called LCG than a TCG (since a seller can just put a several copies of the token-cards in the box you buy, or into a supplemental product), and works better yet for a custom/modded card game than an official/monetized one (since you can just print out nine extra Easy Mark’s on non-card-stock paper and stick them in clear sleeves).

P.S. Phonologically, I like how both the card & its tokens start with the same syllables/stress ("STOlen" and "EAsy").