When you're measuring the value of economy assets, one of the most important metrics is the break-even time: how many turns does this need to survive to pay off?

Here are some examples. Assuming you rez them at the end of the runner's turn, PAD Campaign and Adonis Campaign both put you one credit down. The next turn, you've recovered the rez cost of the PAD and are 2 up with the Adonis. In contrast, Eve Campaign puts you three credits down, and takes another two turns to over the rez cost. If they don't immediately trash it, Sundew breaks even on the first turn it's out. And so on.

In practice, most economy assets don't pay out unless the runner leaves them alone for at least a turn or two. The cards which do offer positive returns immediately (Mental Health Clinic, Launch Campaign, and Expo Grid) tend to have notable disadvantages: increasing hand size, low trash cost, or an additional trigger requirement.

But then there is Mumba Temple. The very first time you rez it, you're one credit up. No tempo hit, no drawback, no tricky trigger requirement. And then, if it stays rezzed, you effectively get another 2 a turn forever, as you rez ice, assets, and upgrades. You can even use it to reduce the tempo hit on PAD or Adonis Campaigns.

Of course, you have to decide between paying 2 influence for each copy, or capping yourself at 15 ice. Fifteen ice is not quite enough for a heavy glacier build, but for any sort of horizontal deck (Whitetree, NEH, Gagarin) that's more than enough. And honestly, this card is good enough that it's worth 2 influence apiece anyway.

I expect to see this card in most asset-spam decks for the next little bit. Maybe I'll dust off Whizzard again...

Yea this is going to see play in my Gagarin deck, which was only 17 ice to begin with. Might take some tinkering to make it fit properly though, and this isn't an asset you can just play naked and expect to keep. However, with paywall stacked on top of Gagarin's ability, I think we can make it taxing enough for many runners. —

Netrunner, at its cold, black center, is a game of economics. Runners are trying to turn credits into accesses into steals. Corps are trying to turn their credits into ice into scoring windows into scored agendas. And in this brutal, capitalist wasteland, you need to be able to eke every credit you can out of your economic engine.

Chatterjee University is a new, single-card economic engine. And its simple surface belies an unbelievable amount of mathematical complexity.

(Here's a quick review for the math-phobic: it's probably not as good as Armitage Codebusting in your deck. Play that one instead. Review over, stop reading.)

Now that they're gone, lets take a look here. If you install the University, click it X times, and then use it to install a program that costs X or more, you have done no better than simply clicking for credits. Worse, since it cost you a click to install the University, and worse still because it's unique, filling your deck with dead draws.

But, when you install that first card, you are left with X-1 counters. This could potentially save you up to another X-1 credits, for no additional investment. Suddenly you've spent X clicks charging up, and saved 2X-1 credits. That's a pretty good payout; but Armitage Codebusting offers you an even 2X credits for X clicks (so long as X is six or less), and those credits can be used for anything, not just installing programs.

So for Chatterjee to have a greater payout, you need to either be installing at least two REALLY BIG programs (Femme Fatale, Garrote, Torch, Morning Star, Alpha, or Omega), or you need to install at least three programs.

But as you start increasing the number of programs you intend to use it for, we run into a problem. Sure, if you click it to 5, and then install Shrike, followed by Striker, followed by Sherman, you're getting a return of 12 credits on your 5-click chargeup, which is slightly better than the 10 credits you would have gotten on Armitage. But order matters. If you click to five, and then install Sherman then Striker then Shrike, you're only saving 3+4+3=10 credits, meaning you're back into Armitage range.

Suppose, however, that you do it. You click it up X times, and you then install X programs of descending install cost, making sure that you get the full value every time. That means, for X = {1, 2, 3, 4, 5, 6, 7...} your total return increases according to the so-called "triangle numbers", that is, Y= {1, 3, 6, 10, 15, 21, 28...}. Converting that into credits per click you get Y/X = {1, 1.5, 2, 2.5, 3, 3.5, 4 ...}

Your best case scenario starts to look really, REALLY good. Getting 4 credits per click, for seven clicks, on an initial investment of only a 1 resource, is disgustingly efficient. It makes Liberated Account look foolish, and Magnum Opus cries a little. But too pull that off, you need to install seven programs, with your most expensive programs being played first and your cheap programs being played last.

Most decks don't want to play seven programs. Even fewer decks want to be playing giant programs like Torch. Even fewer decks want to spend the first 2 or 3 turns of the game doing nothing but clicking up the University. Chatterjee U also doesn't synergize with either Modded or Self-modifying Code, two staples in the Shaper arsenal. And on top of that, the mental energy required to pilot a CU deck will burn out most players as they fight through three or more rounds of Swiss.

So, in conclusion: Armitage Codebusting is easier to include, more versatile, gives roughly equivalent returns, and won't fry your brain like an egg. But for the truly ambitious, Chatterjee University will be waiting, with promises of untold riches in its eyes.

Now, what if you say, click CU 5 times for 5 counters, install Shrike, click CU again, install Femme, click CU again, install...I dunno, Torch. Those last 3 clicks on CU were each worth a lot, and didn't require installing those programs in a certain order. Aren't you approaching a recurring Modded at that point? That's kind of cool. I suppose I would most closely compare this to Kati in terms of drip-click-investment. —
...another reason to run Armitage? It'd be worth the bad pub (assuming this wasn't splashed into Valencia) for Liz Mills to bulldoze your fully loaded CU, turning your invested tempo loss into a real one. —
NBN is gonna Breaking News-tag-kill this after you just finished clicking it up. —
There might be some limited usefulness with the criminal icebreaker Golden. A significant drawback for Golden is that the cost of installing it, breaking ice, de-rezzing ice, and reinstalling it is so high that there are few sentries worth derezzing. —
@jiriku try derezzing Archer. I've done it twice and it is pure pleasure. —

I have a personal fondness for cards which force your opponent to choose their punishment. The most similar comparison to Run Amok is Bribery out of criminal. That card is pretty bad, though. Is Run Amok any better?

When you play Run Amok, the corp is essentially given two options. The first is to rez one or more pieces of ice, taxing the runner or ending the run as needed. But if they do that, then Run Amok has a target: and because the card doesn't specify a successful run, bouncing off a barrier or jacking out still allows you to trash the card that just got rezzed.

If this happens, the card is essentially the fourth Cutlery (Forked, Knifed, or Spooned), as an ice-trashing run event. It's slightly better in the fact that a) you don't need to have the right tool for the job. you can Run Amok on anything, and b) you don't have to be able to break it, meaning you can threaten ice destruction with 0 programs installed. However, the catch is that it only works on unrezzed ice, so sometimes you might end up destroying an Ice Wall or a Pop-up Window.

Losing ice is bad for the corp, though. If they stand to lose something important, the corp might just decide not to rez. In this case, it acts like a more versatile Blackmail, since it doesn't require bad publicity to trigger. Now every Anarch can share in Valencia's fun, and Val herself can double up to have six no-rez runs per game, or nine with Same Old Thing. That hurts, a lot.

So whichever choice the corp makes, something good for the runner happens. But the catch is that the decision of which option it is is given to the corp, not the runner. And so you have to assume that you're always going to get the worse of the two options.

So it's not a particularly consistent card, and it's never going to be an MVP of a deck. You can, however, pack things to make it better. Going heavy on ice destruction with Parasite, Cutlery, Immolation Script, and possibly Kraken will increase the pressure on the corp to not lose ice, giving you more free accesses with Run Amok. On the other hand, using rez-detterent tricks like Blackmail, Cyber Threat, or Running Interference will make the corp reluctant to hand off free runs, and will thin their ice out to do so.

All told, it's a very solidly designed card, fitting nicely in the Anarch faction. As a strong run event, it might see play in Ken Tenma, although the three influence makes it somewhat difficult to justify.

I'd include this in a Right-Tool-for-the-Job Ken deck, with 3x Planned Assault to hunt for the single copies of powerful run events. This, Immo Script, Indexing, and Singularity all come to mind. Having 17 Inf to spend makes this a bit easier, too. —
TMI

TMI

A notoriously terrible piece of ice, TMI has been given new life by the introduction of Surveillance Sweep.

Let's consider TMI without the Sweep first. Single-sub barriers have a pretty clear cost-to-strength ratio: Ice Wall, Wall of Static, Bastion, Fire Wall, and the upcoming Vanilla all have the same rez cost as their strength.

So if your combined rez and trace cost is 5 credits or less, you're doing well as a corp. So imagine that you're Making News and you rez a TMI. You spend 3 on the rez, 2 from your ID, and 2 out-of-pocket. The runner then would have to pay through a trace strength of six to derez the TMI.

But here's the thing: Every runner will do that, if able. Even if they have no link, spending 6 to force the corp to waste 5 is a pretty good deal: and it would take you at least 4 to get through TMI with Corroder anyway, so it's not even that much extra effort on the runner's part.

The only reason to run TMI instead of Bastion would be if you could guarantee that the trace would succeed every time for no extra money, or if are layering on trace attempts for ChiLo City Grid. Neither of those has ever been viable, so TMI has always been terrible.

But all that changes when you have a Surveillance Sweep in play. Suddenly, the cost is put on the runner. The corp only has to put three credits up front, and then ask the runner--how much are you willing to spend on this?

If the runner has zero link, then they have to pay 2 just to match the strength of the trace, at which point you can throw in a single credit. The result would be that you spend 4 rezing a barrier that's worth 5, and taxing the runner 2 at the same time, which is an amazing play.

If the runner spends more than that, then the corp has two options. They can either match the runner credit-for-credit: rezzing a TMI for 7 is still pretty okay if you tax the runner 5 at the same time. But there's an even nastier play. Let the runner win the trace: you've lost the 3 you spent rezzing, and the runner has lost more than that. Then, immediately re-rez TMI--you're still in the same timing window.

It gets even better if you have recurring credits from NBN: Making News or Primary Transmission Dish, or have boosted the strength with Rutherford Grid. (Sadly, Improved Tracers doesn't work, since TMI lacks the appropriate subtype.) You won't even have to spend the credits: the runner will just see the mountain they have to climb over and will surrender without a fight.

If your deck already relies on Surveillance Sweep, put in TMI. I guarantee you won't regret it.

TMI,TL;DR : Make sure your trace always success or boost it for free, It would worth it —
Honestly, TMI still isn't worth it since if the runner wins the current war you're kind of screwed. If it was "Trace 3 if unsusseful de-Rez TMI when runner's turn ends" it might be useful. As it is, this card is just terrible. —

Ireress is typically a pretty bad card. But I think it's slightly underestimated.

Here's the bad news. A single Ireress can never actually make the runner lose a credit. When the runner makes a run, one credit is added to their pool for each bad publicity the corp has. When they hit Ireress, they lose one credit for each bad publicity the corp has. This exactly cancels itself out.

In effect, Ireress makes it so that bad publicity doesn't count for runs on the server it protects. If they're breaking code gates with any /sub decoder (Study Guide, ZU.13 Key Master, Gordian Blade, Passport) then it will cost them as more or more to break Ireress as it would to just take the credit loss.

But there's another big problem, and it's name is Yog.0. The anarch decoder completely ignores the effect of Ireress. If Yog.0 is popular in your meta, Ireress isn't worth the install cost. You could always Patch Ireress, but that's probably more effort than is justified.

So Ireress is basically a stop-gap measure to try and minimize the effects of bad publicity. It lets you build a taxing server even while piling on bad publicity. The problem is that any strategy that seeks to make runs taxing while also piling on bad publicity is fundamentally flawed, since the entire function of bad publicity is to make runs cheaper for the runner.

But I think there are some saving graces that make Ireress slightly more than just binder fodder.

First, you can put more than one on the same server. Now you aren't just undoing the effect of bad publicity: you're actually using it to your advantage. If you have 5 bad publicity and two Ireress on R&D, then it's going to cost the runner 5 credits every time they want to get in. They don't need an icebreaker to do so, unfortunately, but compared to another 0-rez code gate, Pop-up Window, it's pretty respectable.

Similarly, it's multiple subroutines combo quite well with TL;DR. In this case, they can still break the TL;DR, which puts an upper limit on the tax potential of the server, but for a combined rez and install cost of 2 that's pretty okay.

Likewise, putting a Chum in front of Ireress is pretty funny. Now, they either have to break the Chum, or they have to deal with Ireress as a 4-strength, multiple-sub code gate that does 3 net damage if they can't break it.

Is that enough to save this card? No. Probably not. But if you're already building a bad-pub heavy deck with Hostile Takeovers and Geothermal Frackings, it's worth considering if Ireress fits in with your strategy.

IRS -- too bad it is not really all that taxing —
ha —