Pros:

Cons:

  • The event being a double, it makes the intended run harder to be successful against HB.
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Notable synergy:

  • Off the Grid: As long as Crisium Grid remains on HQ, OTG will not be trashed.

Pros: - 1 influence is always a good thing - 5 trash cost too - Great boost against Criminal if installed on HQ, against Shaper if installed on R&D. Makes the Runner lose a lot of tempo. - With Tennin Institute: The Secrets Within as an ID, it favors the odds of placing advancement tokens each turn.

Many of them are heavily played.

Cons:

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Great review, but Neural EMP and Power Shutdown are both "Play only if the runner made a run during his or her last turn": Crisium Grid doesn't stop them. —
Hello, Yes I saw this the day after and have tried to edit the review multiple times but it always runs on error. —
**Incorrect** about #neuralEMP ... Neural EMP doesn't care if the run is successful or unsuccessful, it will fire off as long as he made a run —
I believe you are also mistaken about Demolition Run: CG has no affect on it since it doesn't require success. —
One other correction - you can still play Successful Demonstration after an unsuccessful run on a Crisium server. The card only affects *successful* runs on that server. —
You cannot play Successful Demonstration because Crisium Grid makes the run neither successful nor unsuccessful. That wording has a surprising number of effects. —
There is no Anti synergy with Hokusai Grid since they are both Regions —
Does it still prevent those card effects if it is trashed in the same run? Cause it doesnt say so like other upgrades... —
Yes because the run becomes successful or unsuccessful at step 5e of a run while accessing and trashing are at step 5g. Crisium's effect is already applied by the time it is trashed compared to something like Red Herrings or Ben Musashi. —

Pros:

  • 0 to rez + 8 to trash +1 influence ! These highly impressive values mean card could see a lot of play.
  • Any number of credits can be moved from your pool to the vault without spending a click. This makes this card more versatile than Thomas Haas (who requests X/2 clicks to spare X credits).
  • This card is the solution against Account Siphon and Vamp.
  • Immune to Imp given you can trash by yourself to get your credits back.
  • The flavor text says it all: "The key is to make breaking into it more costly than what it’s worth." Just book 7 credits on it. Will the corp pay 8?

Cons:

  • meta dependent: Card is useless if opponent does not play Account Siphon and/or Vamp.

Notable synergy:

  • Executive Boot Camp allows you to play just 1 Sealed Vault in your deck, in order to minimize the con above.

My two cents on this:

  • In the future this could combo if FFG releases cards that reads 'when your turn begins, if you have less than X credits, do Y'
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Pros / Notable synergies:

  • Enigma / Hourglass become very punitive
  • Forfeit False Lead during a run (only works on Runner's click 1 or 2, but can't be countered)
  • All pieces of bioroid ICE (mainly Eli 1.0 and Ichi 1.0)
  • Once the card is razzed and the surprise factor is no longer, it slows the Runner against HB, since every subroutine then has to be broken the hard way.

Cons:

  • The capacity triggers if a click is spent or lost DURING a run. Which means it is anti synergetic with Enhanced Login Protocol. The latter requires the Runner to pay an extra click as an extra cost to initiate a run. This does not occur during a RUN.
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It also gives people running Wanton Destruction a bit of a slap! —
It works beautifully with Turing protecting the remote server. —
A question - Does the Corp player rez this card before the runner decides to click through and ICE, or can it be rezzed and triggered after the ICE has been clicked through (or clicks have been lost)? —
#esutter, if the ability were retroactive it would probably be worded "if the runner spent or lost at least one click" the phrasing makes it so that you cant res this after the fact, it must be ressed before —
agree, The text implies the card must be rezzed before the run to take effect. IE - this is not a snare or trap card. I like the idea of this card sitting behind HQ or R+D to make a single ice like #Hourglass super effective. Also worth noting the effect triggers imediatley and not after the run meaning any access and the runnar cant trash or pay for anything #NAPD Contract —
Enforcer 1.0 is worth a look-in, I'd think. —
I think you could rez this as the runner approaches the first ICE. EX: Your scoring remote has a rezzed Ichi and an unrezzed Heinlein, and you've IAA behind it. Runner click 1 runs on scoring remote, planning to click through it. Before encountering the Ichi, you rez Heinlein. They can't jack out. You grin smugly. —
Where are the rulings on these cards?!?! The FAQs suck! It's obvious about ELP, but what about runner announces run. you have an un-rezzed Eli, so you rez your Heinlein and say GO! He is, ok run the ETR, otherwise if he clicks thru he loses his credits, end of story! But no rulings to be found, like usual, some subpar reddit out there with no ruling probably, your usual google results, damn, these FAQs suck! —
Sorry for that but my only problem that is beginning to start with this game, is every time you "think" you have combo, you can't ask anyone cause well, then you lose the secrecy. But even if do ask, there is this mob that shoots "Every Freakin Combo" DOWN! It's getting so sick! I am starting to loose it over here, for once I would just like to see card A and card B and go oh, this with this works. But then oh if it's too powerful, "here comes the judge"....with the Ruling, and it's like why can't we just do what the cards SAY! —
I don't really think a ruling is required for timing. When a runner approaches the first ICE, the corp has a window to rez any cards they want in addition to the approched ICE. The runner cannot jack out before encountering the first piece ICE. So, you rez Hielen before they decide to click through —

Could someone please point me to any official source indicating that the “IF the Runner loses…” (as printed on the card) was changed to “ WHENEVER the Runner loses…” (as indicated on NetrunnerDB)? Could not find an errata/FAQ. Is this more of a general language change? Thanks a lot!

Cool reference I assume to Robert A. Heinlein book "The Moon Is a Harsh Mistress"

Pros:

  • Its ability allows you not to play many pieces of ICE (15 may be enough) given you tutor them, which leaves deck space for asset economy and operations.

  • Adding a non-agenda card to HQ during a run is great to protect access to agendas

Notables synergies:

Cons:

  • Fetching an ice + mandatory draw creates big HQ that can be flooded with agendas. So Jackson Howard is the man.

  • Fetching an ice increases agenda density in R&D. A 10-to-12-agenda-build looks risky. So do not play many agendas with this (7 x 5/3 seem OK). ICE have to be 3-offs to optimize it. Three options look possible:

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