Hey, it's the new Project Junebug!
It got buffed by quite a bit. Let's go down the list:
- It now does damage even if you haven't advanced it yet
- It doesn't cost credits to set off, so you can explode people even when you're broke
- It costs 2 to trash instead of 0, so it's no longer insta-dead if they find it in R&D
It does grow more slowly than Junebug, but thanks to the free +2 damage, it still keeps pace for a while. At 0 and 1 advancement, it's the better than junebug. At 2 they're even. 3 advancement and onwards, Junebug is in the lead, but in practice, it was very rare to ever land a junebug for more than 4 net damage. (Not impossible of course, but unlikely.) And of course, if you have 4 or more advancement on it, it's probably a moot point, since 6 net damage will kill almost as many runners as 8...
So this is very close to a strict upgrade from the venerable Junebug.
The only real big downside that I can see is the influence - Junebug was one influence, so it was extremely easy to splash. (Which was important, since in Jinteki everyone thinks about the possibility of Junebugs, but they're a lot less cautious around, say, Weyland!) Two influence for Urtica Cipher makes it harder to casually throw a copy or two into your non-jinteki decks.
Overall though, a welcome improvement to one of the most iconic traps in Jinteki's arsenal!
One other thing - this card is in the same set as Clearinghouse, which allows for some really nasty corp mind games. Just something to think about...
Same with Junebug, which does nothing in centrals. This is a nice buff.
— Cpt_nice
The increased trash cost is definitely a huge deal. Trap decks always folded quite hard to multi access. Sure, hitting Snare hurt, but for 0 credits you get to trash it
— Cpt_nice