At the risk of once again finding that my math skills aren't what I thought they were, I'm going to propose that this card isn't quite as useless as it may seem.

The specific lens I'm going to use is a case where it is installed and advanced once, then immediately rezzed and trashed. In that scenario, it is essentially a double operation with a cost of 1, in that it's to install, to advance, to advance.

The specific use case is in rerezzing an Adonis Campaign or Eve Campaign. My understanding is that the credits on the campaigns stay in place when the card is derezzed, but I was unable to find the specific ruling which states that. Though the math I will go through here presumes this is the case, it isn't a complete dealbreaker if I'm wrong on this point.

Adonis Campaign will normally yield 8 for its 1 to install. The calculation for this is:

  • 12 payout over four turns
  • minus 4 to rez
  • to install

That's 8 for its 1 to install.

What Test Ground brings is the ability to reload that 12 by rerezzing the card. So to the above string of actions we add the following:

  • to install Test Ground
  • to advance
  • to advance
  • to derez Adonis Campaign
  • 4 to rerez Adonis Campaign
  • additional 12 payout over four additional turns

This is an additional 7 off of Adonis Campaign for 2 (and a card). This is the same yield as Celebrity Gift.

All told, then, the two-card combo will yield 15 over 8 turns for 3.

Naturally, it will also work with Eve Campaign, a situation in which Test Ground enables a total of 23 over 16 turns for 3 (an additional 11 for 2).

As for downsides:

  • Yes, this is a two-card combo, with all the issues that entails.
  • No, the copy of Test Ground you include is not as good as either an Adonis or an Eve Campaign.
  • It is perhaps true that having an Adonis sit in a server for as long as an Eve normally does means that the better comparison is not Test Ground compared to Celebrity Gift but Test Ground + Adonis Campaign compared to Eve Campaign, and this is less favorable.
    • Adonis + Test Ground is 15 for 3
    • Eve Campaign is 12 for 1
      • This means that Test Ground is actually only yielding 3 for 2, which is obviously not very good.
  • Yes, you probably are going to want to protect your 16-turn Eve Campaign with some ice, which reduces its value.
  • No, this means that you probably aren't using this as your scoring server.
  • While you could theoretically use Test Ground the turn immediately after rezzing your campaign, you probably want to wait until the turn before it finishes paying out so it's less of a tempting target for the Runner.

Finally, there are some other uses for a 1-cost double operation (which is the lens through which I'm viewing this):

  • derez a piece of ice that's about to be Knifed, Forked, or Spooned
  • derez a piece of ice hosting a Parasite to keep the Runner's memory tied up
  • derez Elizabeth Mills so you can remove another bad publicity
  • derez Lily Lockwell so you can draw 3 more cards
  • after the Runner trashes Crisium Grid on HQ, derez a remote Off the Grid just before the second run on HQ is declared successful ... then rerez it after the run ends

Of course, none of this is to suggest that Test Ground is a great card. But, perhaps, better than useless?

<p><a href="/en/card/08040">Breaker Bay Grid</a> makes this better.</p> —

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> —
<p>if the corp guesses right, you lose the 4 &lt;span class="icon icon-credit"&gt;&lt;/span&gt; you spent</p> —