A lot of people aren't really liking this card, particularly with the one influence cost. As Zakalwe points out, if you're only making a run or two per turn, Net Celebrity pays off much faster. So what gives?

They're missing something significant. Bad publicity scales quadratically.

Bad publicity gives you a discount on every run you make. Increasing the amount of bad publicity you have means that you both save more per run, and runs are cheaper, letting you make more of them.

Consider this. The corp has a single Eli 1.0 protecting R&D, and you have a Corroder or Eater and a Keyhole. You just played a Day Job and have 10 credits and want to hammer R&D. How many times can you hit it before needing to click for credits?

0 bad pub: it costs you 4 each run, meaning you only get two runs (with 2 left over).
1 bad pub: now it's only 3 per run, so you can hit R&D three times (with 1 extra)
2 bad pub: At 2 per run, you can hit R&D five times before needing more funding.
3 bad pub: Ten credits at 1 per run is ten runs.
4+ bad pub: Running is free, bro. Unlimited Keyhole-ing.

Do you see what happens there? Going from 2 per run to 1 per run doubles the number of runs you can make.

This is where Corporate Scandal is strong--when you are just piling on bad publicity and walking through ICE like it isn't there. Obviously, this is strongest out of Valencia--she starts with one bad pub, which turns on Investigative Journalism, and then between Frame Job+Fan Site and Corporate Scandal you can get yourself to 3-4 bad publicity without much effort. More than that if they're running Hostile Takeover or illicit ice like Grim.

Of course, you need to have a way to make productive runs. Trashing assets is a good start: remember that you can use bad pub money during runs on unprotected servers to trash those Museums and Mumba Temples and Pālanā Agroplexes. Hitting HQ repeatedly with a Lamprey installed can be mean. Keyhole as I mentioned above. Or get something with instant-speed installs like Self-modifying Code, Clone Chip, Personal Workshop, or Savoir-faire and use bad pub during runs as your personal bankroll. Why not?

Really, the greatest downside to this card is that you can only play one current at a time, which means you have to choose between this and Itinerant Protesters. Which is better: having 3 bad pub and forcing the corp down to two cards in hand, or having 4 bad pub? Depends on the board state and the matchup, I guess.

The point is, don't knock it until you try it. Valencia has many more tricks up her sleeve than just Blackmail.

I mean, there's a reason Desperado is so powerful it had to be put on the NAPD Most Wanted list. This triggers EVERY run, not just the successful ones, and only won't pay out if you didn't need to spend any credits on the run in the first place. —

I have to comment on how freaking awesome the flavor on this card is. You are "recalling" thinking, feeling bioroids, with hopes and dreams, because they didn't live up to your expectations. Brutal. Most chilling flavor since Clone Retirement.

Anyway, the card itself. There are two ways to use this: you can either include it with cards specifically to trash them, or you can trash cards you were planning on getting rid of anyway.

The first plan is almost always a terrible idea. Even if you're trashing the in-faction Cybernetics Court, that still means you're spending two clicks and two cards for a net gain of 5. That's simply not good enough. The only card that could maybe justify it would be Sealed Vault; installing and recalling a Vault is effectively the same as playing two Hedge Funds but can be done from zero money.

What about if you happen to be playing high-trash cost cards already, which you want to get rid of? Eve Campaign is one of the obvious answers, but because you have to trash it while there are 2 still on it you're really only gaining 3. If you're playing Cerebral Imaging, Cybernetics Court is a good fallback for if you run low on money, then you can Recall it to get the same effect plus one.

But really where this is useful is in dealing with Executives: The Board, for example, or Director Haas. If they start to look unsafe you can always Recall them, putting them safely in Archives while you pick up a hefty sum from their high trash cost.

In either case, you can get more bang for your cardboard buck when you include things that increase trash costs. The three ways to increase trash costs at the moment are Encryption Protocol, Oaktown Grid, and Industrial Genomics. Again, though, you don't want to be putting in cards to increase trash costs just in case you draw your Product Recalls at the right time, but if you're already running IG and can spare the influence for some Sealed Vaults and Product Recalls (or six other HB cards), you could make some serious cash.

Oh god Industrial Genomics Hahahahahahahahaha... —
Oaktown Grid is Product Recall's best friend! OG protects your naked Eve by giving it a total trash of 8, and then PR gives you a burst econ of 8! BONKERS! —
Makes me think of Blade Runner —

Here's the thing about Jinteki. Some of the time they're trying to kill you. And sometimes they just want you to suffer.

Sure, you have a few cards with the potential for a kill: Cortex Lock, Ronin, Snare!. But you also have a lot of cards that, while they hurt the runner, are unlikely to actually kill them. Psychic Field, Shock!, Komainu, Shi.Kyū, House of Knives, Fetal AI, Hokusai Grid.

The "Thousand Cuts" archetype wants the runner to bleed. It forces the runner to realize that they're going to lose somewhere around a third of the cards in their deck over the course of a game. Any tightly-wound strategy player with combo pieces that have to be held in hand, or anything that used cards as fuel (cough Faust cough Aesop cough Apex cough MaxX) is going to find themselves with very little left in their stack to work with.

This is where Harvester comes in. Forcing the runner to draw up to and past their maximum hand size means you are going to have a tough time killing them. But, if the runner was already at max hand size when they hit it, that means that SIX CARDS are going to get thrown in the garbage. SIX. That's 13% of a normal size runner deck.

Of course, that does mean that the runner can churn through their deck faster to find exactly what they need. And this is where your other net damage becomes really useful. See, against a thousand-cuts deck, a wise runner will hold their less useful cards in hand as a buffer so that suprise Snare! hurts less. But if you've just been Harvested, that isn't an option.

But this only matters if the runner is at max hand size when they hit Harvester. If the runner can absorb one of the subroutines without discarding, it doesn't look so great. As a result, Harvester does best in a deck that does brain damage or otherwise limits hand size. Pālanā Agroplex will also help you keep their hands full.

Conversely, if you're in a meta with a lot of Brain Chip, it's probably going to help the runner more than it hurts them. Definitely don't run Harvester and Mental Health Clinic in the same deck.

as addition to above, this card is great replacement for Eli in RP. Four to brake with zu, parasite resistant and 0 inf. —
I agree. I'm not 100% sold on this card but I think it might be a sleeper people will discover. Faust be —
apologies for my last comment. Something went weird. I was trying to say Faust breaks for 3 cards or they lose a bunch. Hitting this after a Wyldside draw can be huge. I'm definitely going to try it out and see if it works. —
I see this as a nice tool in brain damage decks, or with Cybernetics Division + Self-Destruct Chips. When I play those decks, the runner often pads their hand (a la Diesel/QT) before running to avoid flatline via Snare/Junebug et al. Harvester puts them back down to that 2-card hand WHERE THEY BELONG before they access 3 cards from R&D where snares are waiting... —
OH WAIT Chairman Hiro totally benefits from this. Runner approaches, rez Harvester+Hiro, discard ~8+ cards. Gyri Labyrinth too. Or, if you don't like the runner sculpting the ideal hand, preface with a Lockdown. —
The problem with limiting the runner's card draw with a Lockdown or Genetics Pavilion is that it nearly blanks this ICE, unless they're well over handsize already (and even then, the second sub becomes blank). This is for a Thousand Cuts deck, burning through the runner's deck rather than letting them use it all to soak damage. —
Harvest works really well with Chronos Protocol on two fronts. First, if you suspect your opponent is holding on to an I've Had Worse and you have a source of "During Run" net damage (House of Knives), you can snipe the I've Had Worse before they hit Harvester, force them above hand size, then Harvester fires and chews potentially 5 cards (7 with Chairman Hiro). That's a lot for a 1 credit rez and 1 agenda counter. The second function is that they will be sculpting their hand with Harvester, so you can poke them with House of Knives afterwards, and have a look both at what their plan is, and rip the best card from their hand. —

Ho man. The second piece of consumer-grade hardware is here, and it's just as exciting as Ramujan-reliant 550 BMI was disappointing.

First thing, and this is VERY IMPORTANT: while NetChip lets you use a huge-ass rig full of massive programs, it does not technically give you extra memory. That means you can't throw down six NetChips and get a huge Sage or Overmind. You can host them on it but the actual empty MU has to come from somewhere else.

The next important thing to note is that while, in theory, you could hold 36 MU worth of programs on a full setup of six Net Chips, the largest two programs in the game right now (Endless Hunger and Hyperdriver) only cost 3 or 4 each. You're also never going to install more than one Endless Hunger at once, and Hyperdriver is a temporary program.

So really, your NetChips are going to be providing, at best, 2 MU each. That's pretty reasonable: a lot of useful programs cost two memory. For example: Magnum Opus, Keyhole, Garrote, Morning Star, Sneakdoor Beta, Sage. Many of these haven't seen much play because that 2 MU cost was just so expensive--and when's the last time you saw someone run Battering Ram or Collective Consciousness?

A realistic estimate for your NetChip usage is that even if you install all of them, you're only going to be able to host 9-10 MU worth of programs on them. Plus your starting 4MU, and 1 or 2 more from your console, and you're looking to be able to fit about 16 MU of programs into your rig.

So now you have to ask yourself two questions. The first question is: do I really need 16 MU? That's an obscene amount. Truly disgusting. Runners have developed to run lean and mean; before Maya, the Shaper console of choice was Astrolabe, because 5 MU was more than enough in most cases. Past a certain point, extra MU is just wasted space.

Because if you're not really using that much more, you have to ask the second question: should I just run Akamatsu Mem Chip instead? It's the same install cost, one less influence, and because you aren't hosting anything the order in which you play your programs doesn't matter. If you get three Akamatsu Mem Chip and a Maya installed, you have 9 MU, which is still pretty impressive.

But if you're of the opinion that bigger is always better, give NetChip a try. You won't be disappointed.

Well i guess the professor just found his way of HOSTING every program in netrunner. Personal workshop to pay for installs netchip to host. I AM ZE UBER RIG!! —
@gamblingworld that's true! this could be a great card with the professor! Well better go try it out :P —
I like the idea of Replicating my deck down by 6 cards quickly. Talk about running lean and building a fast rig! —

Riddle me this: when is a Quandary not a Quandary?

The answer is, "when it's the same goddamn Tollbooth that you've had to hit three times to get into this blasted server because of Mumbad City Grid."

Let's be very clear about what happens when you have Mumbad City Grid on a server:

  • The runner approaches the outermost piece of ice. The corp chooses to rez or not as normal. If they rez, the runner encounters the ice (triggering "on encounter" effects like Tollbooth, Data Raven, Quicksand, or Komainu). If an "end the run" effect happens during this encounter, the run is over and Mumbad City Grid does not fire.
  • If the corp doesn't rez, OR if the runner breaks the subroutines, OR if the subroutines fire but don't end the run, the runner has now passed a piece of ice. The Grid fires: the corp must immediately decide whether or not to swap the ice. The rezzed/unrezzed state of both pieces of ice is irrelevant. (This is also the trigger point for The Twins, provided the ice they just passed was rezzed.)
  • The runner may now jack out or continue the run, from their position one ice deep into the server. Swapping ice does not move their location.
  • If they continue the run, and there is another piece of ice, repeat.

What this means is that if you have a server with two unrezzed pieces of ice, and a rezzed Tollbooth on the outside, you can do this: runner encounters Tollbooth, breaks it, swap with next piece of ice, runner hits Tollbooth again, breaks it, swap with last piece of ice, runner hits Tollbooth a third time, breaks it, and you put the Tollbooth back on the outside of the server.

That's just cruel. Just pure meanness. A triple-Tollbooth server is the closest thing to impenetrable the game currently has, and you don't even need to rez more than one. A triple-Komainu can easily get up to 10+ subroutines before they make it in--remember, it's the same piece of ICE being encountered again during the same run. Quicksand accumulates counters at triple the normal rate.

Of course, if the runner breaks the Tollbooth once and jacks out, you now have the Tollbooth as the middle piece of ice; then, the next time they run the server, they only have to deal with Tollbooth twice (plus the chump piece of ice on the outside). Unless, of course, you happen to be running Tenma Line, a criminally undervalued card.

Mumbad City Grid is the first piece towards a new kind of Jinteki glacier; when the economic ID of Pālanā Foods comes out in the next pack, we might see a rival a to the legacy of Replicating Perfection arrive in the meta.

This could find a home in an IG deck, on a central bouncing Quicksand for increased tax. Or Komainu for hilarity. Even with a Mimic out, that's a ridiculous tax. It does make me wonder how something like Femme works with this - you're Femme'ing the rezzed ICE, not the position it's in. I would think that were you to move a Femme'd ICE that was just bypassed, they could Femme it again. —
Grail! —
What is the rez window for Mumbai City Grid here? Can you rez after the runner breaks the final sub on the first ICE, and then force them to re-encounter? —
The rez window is the same as Caprice Nisei (and usually Markus Batty) - it must be rezzed in the ICE approach rez window, because the next rez window is after the ice has been passed. Also, this would be fun in Blue Sun. When they jack out, you just bounce the ice and put it back in front. The ultimate glacier. The influence is a bit brutal, but that's what Project Atlas tokens are for, right? —
It can, IIRC, also work with the Twins, but the twins need to fir first, the Mumbad City Grid - hit Tollbooth 5 ti —
So with Komainu you would have lets say 5 subs the first time, but would have 10 the second because the original 5 are for the remainder of the run and you encounter it again, adding 5 more subs? —
In a vein with the Komainu comment, can I assume that any advancement counters on a piece of ice would move with it? Ice/Fire walls? —