Event • Cost: 1 • Influence: 2

Reveal the top 4 cards of your stack and trash all programs revealed. Gain 1 for each program trashed, and add the rest of the revealed cards to your grip.

"Knowledge comes in many different shapes and sizes." -Quetzal
Anarch • Ralph Beisner • Up and Over 73
Links: Decklists | ANCUR
Inject
Rulings

No rulings yet for this card.

Reviews

For Anarch, this is much needed in-faction draw power, cheaper than Quality Time and is multi-modal, so provides different uses depending on the deck design.

Pros:

• Cheap dig for four cards.

• Mills programs for a little money (less payout than Freelance Coding Contract).

• Draw, conversely, any Hardware, Events and Resources you see.

• Programs are, by far, the easiest card type to retrieve from trash heap.

Cons:

• Costs 1[credit], so not a great money maker (likely worse than Easy Mark / Cache).

• The Runner heap is 'vulnerable' (now) to Chronos Project.

• The cards are revealed, so you're giving away information (a non-surprise Account Siphon is far harder to achieve).

Combos:

• Makes for an excellent 2 Influence splash into Exile: Streethawk; he wants Programs in the heap to enable his ability.

• Weakly combines with Motivation (you see at least one card before Injecting).

Clone Chip can pull back a Program before the Corp can respond.

• Anti-synergistic with Oracle May (she trashes bad "guesses").

• cf./contrast with Express Delivery

• For guaranteed draw you're still better off with Diesel (0[credits]/••) or Quality Time (3[credits] /•).

709

Just to add two more COMBOs not mentioned in @ODie 's post:

(1) For a deck with a lot of expensive programs, you can Inject early game and quickly Retrieval Run.

(2) If you want to have a higher chance of abussing Test Run combos, you can Test Run on a turn; and on the next turn then Inject to trash the program and Retrieve.

1612