♦ Týr 10[credit]

Ice: Sentry - Bioroid - AP - Destroyer
Strength: 7
Influence: 5

Lose [click]: Break 1 subroutine on this ice. The Corp gets +1 allotted [click] for their next turn. Only the Runner can use this ability.

[subroutine] Do 2 core damage.

[subroutine] Trash 1 installed Runner card. Gain 3[credit].

[subroutine] End the run.

The valiant do not hesitate.
Illustrated by Liiga Smilshkalne
Decklists with this card

Uprising (ur)

#102 • English
Startup Card Pool
Standard Card Pool
Standard Ban List (show history)
  • Updated 2020-04-10

    NISEI Uprising Release Notes [NISEI Rules Team]

    What happens if Týr is trashed after increasing the Corp's allotted [click]?

    The Corp still gets the extra allotted [click] next turn.

    When exactly does Týr's ability apply? If the Corp uses Tyr's Hand to prevent a subroutine from being broken after a click is spent, do they still get the extra allotted [click] next turn? What if the Runner breaks the last subroutine using Týr's ability and then immediately uses Hippo to trash it (so that Týr is not active for a conditional ability to resolve)?

    In both cases, the Corp will still get the extra allotted [click]. Týr gives the Corp this benefit in response to the Runner spending [click]. It does not need a subroutine to actually be broken before it can apply.


Jeeeeez, talk about a punishing facecheck...

Tyr is the newest addition to ice based on the Norse pantheon, with others being Wotan, Loki and Heimdall. Like its siblings, Tyr is big and expensive, with scary subroutines but also the ability to click through them.

Not that you would want that in this case. Unlike other bioroids, any click you spend on Tyr will go to the corp, which is a very raw deal for the runner. Even just giving the corp 1 extra click could mean they could be fast advancing a Vitruvius on their next turn. Giving the corp 3 clicks is potentially game ending, as 6 clicks allows them to score a 5/3 from hand, or do other shenanigans.

Letting the subroutines fire isn't really option either though. Two brain damage is nothing to sneeze at, as a permanent handsize of 3 is a big hinderance. Having the corp gain 3 credits AND trash any card they want is extremely powerful and especially in the mid or late game could cause a huge swing. The final sub is a good ol' ETR, always welcome on a big ice, and the only one you can afford to let fire in most circumstances.

I think this bioroid is definitely worth its cash, and a great new tool for purple glacier. 5 influence means it is difficult to slot in other factions but I think that's a good thing. This ice has HB written all over it.

Also, take a moment to appreciate the art on this one. It is gorgeous.

(Uprising Booster Pack era)
I'm excited beyond belief that NISEI was able to commission Liiga for another piece. Her cyberspace illustrations are a key part of the texture and flavor of the Android world. —
Agreed! —
Same. My favorite A:N artist without a doubt. <3 —

I have always loved the unique bioroids for their flavor, but I am a bit let down with this one. Being big and nasty is great, and Cpt_nice has pointed out just how nasty it is. The idea of giving the corp clicks when you spend clicks is sort of Tyr-esque, Tyr being the "Even-Handed God of Justice". What I feel awkward about is that the runner can click through at all. The other unique bioroids don't have that. The way I see it, the reason bioroids can be clicked through is because they are friggin' mapped brains made into programs. They can be reasoned with and tricked with time and effort alone. But the unique bioroids, oh no, not so much. You had to pay a specific sort of toll or they would just boot you. That made it feel like you could reason with them, but their personality was so strong, you could only do it a certain way, on their terms. They were unique, maybe even the original mindprint itself from which the other versions were derived. I feel like this guy could have had his numbers knocked down just a tad and been a Tyr 1.0. Or maybe a 2.0 with the two clicks for two routines set-up. Then they could follow up on it later for the unique. Still a great card, just my musing.

(Uprising Booster Pack era)
I actually got a little confused when you said "You had to pay a specific sort of toll or they would just boot you". I read that and looked at the card, and thought that is brilliant. His specific toll isn't to lose credits, or take brain damage, or other immediately negative things. Instead Týr's toll is to wait and see. Give the corp a chance it says. Maybe they aren't so bad after all. So you give the corp their chance, giving them 1 - 3 extra clicks on their next turn. As that double Sea Source lands, you know that you put your mind up against a god, and as that BOOM! missle enter's your apartment, you know that you lost. —