What's better than having 3 Sure Gamble in your deck? Having 5 Sure Gamble in your deck! Playing two of these enables you to do just that. Here's the math:

  • Each time you play this card, spend 4.
  • The law of averages tells us that you have a 50/50 chance of the Corp guessing wrong.
  • This means that, on average, half your plays will end with 0 and half your plays will end with 8.
  • Therefore, on average you will make 4 when you play this card.

4 for one is just as good as Sure Gamble! Really, it's actually better than that, because you didn't have to spend 5 just to play the card. Really, it's actually better than THAT because nothing is stopping you from spending only 4 each time. Why not spend 8? Then half the time it'll be like spending one click and playing TWO Sure Gambles.

Plus, there's the added value of making the Corp play a psi game of their own if you have a pile of money and need to make a desperation run. What's it gonna be, Corp? Did I just spend 9 or 10? Am I about to break into that server even after I already used my Stimhack or not?

This may not sound like accurate card assessment. But I know it must be true, because I heard it on a podcast.

<p>But what if you spend 10&lt;span class="icon icon-credit"&gt;&lt;/span&gt; to half the time get 0&lt;span class="icon icon-credit"&gt;&lt;/span&gt; and half the time get 20&lt;span class="icon icon-credit"&gt;&lt;/span&gt;! For people who are bad at math, the average is actually 0&lt;span class="icon icon-credit"&gt;&lt;/span&gt; profit because it's either -X or +X not 0 or +X.</p> —
<p>Listen, don’t try to harsh my mellow</p> —
<p>… with your “new math”</p> —
<p>Maybe this will see play out of Dio!</p> —
<p>I never thought of the card that way before... I only used it as a prank. But I think the reason why it's bad is because the risk isn't worth it.</p> —
<p>Actually you get an average of 0$.</p> —
<p>Because you either get a gain of -4$ or 4$. If you do the math that ands up with you making an average of 0$.</p> —

This is my favorite Anarch ID, it encourages a super interactive playstyle that isn't toxic like Noise: Hacker Extraordinaire.

Get extra value for central runs, synergizing with Datasucker and Dirty Laundry. Also goes well with Glee, For the Laughs, Bhagat, and Human Rights Riot. Unlike most IDs that trigger Glee, you still benefit from trashing cards. The spoiled E&E card Smashing Spree is also great out of this.

50 minimum decksize is annoying, but fortunately Anarchs have so many good cards to slot. Knight is mandatory in my opinion for Horde decks, as it lets you beat rush attempts without 2 ice on the remote.

:Roboom:

:Roboom: 8/10 Super fun.

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Welcome to Reviewing the Little Boot Icon, an unfortunately named series of reviews for Reboot-modified cards. Today's review: Waldemar 1.0, the biggest buff Haas-Bioroid: Stronger Together has every received to date.

  • Changes: Max 6 subs. Rez cost 3<4.

  • Pros: Only 1 inf, so you can play an RP deck with a bunch of other bioroids. Can get a ton of subroutines, and really harass non-Walrus/Gemon/Morning Star fracters.

  • Cons: Low strength, weak at first.

7/10 3x in all ST decks.

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This helps revitalize Weyland's Shaper matchup, being the best Atman tech ever. Also really good against Criminals with Femme Fatale and Inside Job. You will never think: "Why did I slot this?"

If there is no breaker, you will always bounce the Runner.

If there is a fracter, this is only 1 to rez, a huge bargain. The Runner could play around this by only SMCing a fracter after you rez, but Bouncer makes that stupid.

Immune to Knight unless the Runner uses Ice Carver, Net-Ready Eyes or Datasucker.

8/10 Top 3 Weyland barrier.

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Welcome to Reviewing the Little Boot Icon, an unfortunately named series of reviews for Reboot-modified cards. Today's review: NEXT Level Clearance. But Fluffy, you say, this isn't an FFG card. Yes, but it's seen plenty of changes, and you might be wondering if the proxy you printed a while back has been changed since the deck just keeps winning.

  • Changes: Cost 1<3. Cost 3<4. Cost 4>3. Max 4>3 ice.

  • Pros: Dump your board to win! You can score a 3/2 or a 4/2 out of hand for less than Biotic Labor would cost you! Can be tutored with Due Diligence if you're an idiot or a janklord.

  • Cons: Only usable on the last agenda, as only an idiot or a janklord throws away their NEXT suite while the Runner is active.

8/10 Switch those bioroids into NEXT ice and slot this.

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