Event • Cost: 5 • Influence: 0

Gain 9.

Lady Luck took the form of a hifi quantum manipulation ring that she wore on her middle finger.
Neutral • Kate Niemczyk • Core Set #50
Links: Decklists | ANCUR
Sure Gamble
Reviews
  • Sure Gamble requires 5 credits.
  • Runners start the game with 5 credits.

With it's unmatched click efficiency and it's prerequisite satisfied by the runner's opening hand, Sure Gamble is the best economic card for early pressure.

Early game credits are more important than late-game credits.

Thus: Sure Gamble is a very strong card.

Pros

  • Can give economic advantage to the runner due to burst credit nature
  • With planning this card can sustain a deck after the expensive runs

Cons

  • It requires a pool of 5 credits be kept free to allow play. This doesn’t happen in games against really taxing Corp decks
  • There are cheaper burst credit cards out there now (e.g. Lucky Find)

Combos

  • works really well in most decks
  • works well with other burst economy cards, e.g. Easy Mark, Lucky Find
  • works well as the single burst economy card with drip feed cards, e.g. Daily Casts

Final Thoughts

  • Sure Gamble used to be an auto-include in every runner deck. These days, though, there are so many economic models out there that it no longer holds that glorified spot of “auto-include”.
  • Sure Gamble is a fantastic card and provide extremely strong economic turn-around for the runner if it is played at the right time. This card can turn the tide of a game.
408
I am often finding it undesirable in Shaper decks (obviously PPVP Kate excluded). —

Comparison to other Economy Events

Stimhack - One brain damage and the credits, while a 9 credit gain, are only good for one click.

Easy Mark - 0 Investment, but only 3 credits

Infiltration - 0 Investment, but only 2 credits

Freelance Coding Contract - A possible 10 credit profit for 0 investment, but requires five programs in hand to make that much use out of it. And ways to recur those programs from the Heap

Dirty Laundry 2 credit investment, 3 credit profit, requiring a successful run. Not to hard, but not always a guarantee and by far the least profit gaining, unless combined with the likes of Datasucker, Desperado, Security Testing to maximize the effect of that run

Queen's Gambit - Risky, but possibly a 5 credit gain (second click of the double costs 1 credit) - but could be very risky. - Same profit as Sure gamble but less flexible.

Power Nap - Can generate absurd amounts of credits (I've seen it generate 17+) but requires a very specific deck.

Lucky Find - 3 credit investment, 5 credit gain (the extra click costs 1 credit) - so better profit for less investment, which is what makes Lucky Find so popular. But the influence costs can be troublesome.

Calling in Favors - 0 investment and potentially a large profit, but requires a certain deck.

Inject - 1 Cost investment, potentially 3 credit gain. Better to be used as a draw card than economy.

Day Job - 2 credit, 3 click investment (5 credts?) for a 8 credit (5 credit?) profit. Can be useful for bursting upwards in a safe moment and closing scoring windows.

154
I appreciate the comments you have on all these cards but can we cool it with the constant footer that's just a link to your blog? It's tacky. —

5 out of 5

3-of in just about every Runner deck, meaning you should have a good reason you aren't running it, makes this one of the best cards out there. Provides one of the best and most reliable economic bursts which makes it essential for getting though expensive Ice.

I dislike it :-)

It's still pretty essential of course and yet its theme only suits alimited set of the ID's mostly at the criminal end of the spectrum. I wish there was a card that did exactly the same thing, but had a theme better suited to a shaper mindset.

But I guess they do have Magnum Opus and can tutor for it these days. Maybe I just need to figure out better economic models for.

I include 3x sure gamble in 99% percent of my decks BECAUSE IT'S AWESOME. —