SanSan City Grid

SanSan City Grid 6[credit]

Upgrade: Region
Trash: 5
Influence: 3

Each agenda in the root of this server gets −1 advancement requirement.

Limit 1 region per server.

"I hear the coast is nice this time of year."
"If you're in the right business, it's nice all the year."
Illustrated by Ed Mattinian
Decklists with this card

Core Set (core)

#92 • English
Startup Card Pool
Standard Card Pool
Standard Ban List (show history)
Printings
Rulings

No rulings yet for this card.

Reviews

SanSan City Grid... Core Set, Splashable, and the heart of both NEH FA, and HB FA, along with Biotic labour. And yes, they are comparable. Biotic Labour: 7 credits and 1 turn to score 3 advancement agenda in . SanSan: 8 credits and 1 turn to score 3 advancement agenda. So SanSan is worse... except it isn't. It has a lower influence cost, and can be used more than once, allowing you to FA multiple agendas in a server, countering the strategy people use for Biotic Labour - R&D lock. With SanSan City Grid, you don't need to protect R&D as much, leaving more ICE on Anti-Account Siphon duty.

"But it's an asset", I hear you cry, "It can be trashed." But is it being an asset negative. Sure, it can be trashed, and the the runner is down 6c, and your scoring server is now impenetrable. The solutions for dealing with Biotics still work on it, but SanSan can cause the runner to drop everything to trash it, overreacting to an expensive, but effective, card.

Overall, SanSan City Grid is an Autoinclude in an NBN FA deck, a probable include in other FA decks, and a decent all-round card for use in FA, making it one of the easier deck-building choices.

(Breaker Bay era)
As an upgrade it also requires advanced set up, but does not require that you have space in your hand while waiting to use it. With Clot and Traffic Jam in play now, it is not the silver bullet it once was, but neither is a complete answer to this either. —

This is one of the worst cards every printed. It's incredibly expensive, and the economic benefit it gives you simply isn't good enough to compensate. This card saves you 1 per agenda you score. Let's assume you're mostly scoring 2-pointers. Then you need 4 agendas to win, so this card saves you at most 4 over the course of a game. Well, you paid 6 to rez it in the first place, so you used a click to throw 2 directly into the trash. This card is simply a trap for new players who like the color blue.

(The Underway era)
Fuck off troll. —
Anyone reading these troll reviews, please upvote the other, genuine reviews for these cards, to help bury the troll reviews. —
This Card isnt play for saving credits. It is played to score 3 Point agendas in one turn. —
While this review is mostly on point, you are forgetting the often ignored Android: Netrunner card Haas-Bioroid: Engineering The Future. The pure value from that identity turns SanSan into one of the best econ cards in the game. —
After reading the above comment...I honestly feel like you're messing with us. —

When you were reading the above comment, you forgot that it was written by @Murphy

Sorry, here´s the plain text version: When you were reading the above comment, you forgot it was written by @Murphy (Murphy was the man who the man who formulated Murphy´s law) (I was there just to look at those troll/joke reviews and laugh and looks like that someone wants to deal me a double portion of jokes :))))) )

Grr, Markdown doesn´t work in comments now?

Along with Medium, this was one of the big comeback in Salvaged Memories.

This gives a very potent tool for a kind of fast advance. Is it the best tool? Not anymore.

This card compete with Jeeves Model Bioroids, La Costa Grid, Early Premiere and Oberth Protocol. Which mean every faction have a similar card already.

At 6 creds to rez, it has a great cost. You need to score at least 2 agendas to get some value from it. Otherwise, there are other tools.

Those other tools are Audacity, Biotic Labor, Bass CH1R180G4, Focus Group, Trick of Light and Calibration Testing. You should use those tools if you do not have enough ices to ensure the protection of SanSan City Grid.

Of course, at 5 creds to trash, it is no joke. But Imp and Miss Bones will make short work of it.

So, where does this shine the best. It shine in a deck with good to excellent remote protection (strong ices) and if you have lots of small agendas (1/2, 1/3 and 2/3) to score. Allowing you to score those from hand at a lower cost. Along a card like Game Changer, if you have the econ for it, it can do tremendous work.

As long as you have the econ to support rezzing this. A reminder, Breaker Bay Grid is a region, just like SanSan City Grid, which mean they cannot be used together to lower the cost of rezzing SanSan City Grid. And at 3 influence, you have to give it serious thought before using it instead of in-faction tools.

Quote is just as good as the art. Well balanced card.

(Salvaged Memories era)
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