Labor Rights

Labor Rights 0[credit]

Influence: 2

Trash the top 3 cards of your stack. Shuffle 3 cards from your heap into your stack. Draw 1 card. Remove this event from the game instead of trashing it.

Designed by 2017 European Champion Mike Sheehan
Illustrated by Krembler
Decklists with this card

Magnum Opus Reprint (mor)

#1 • English
Startup Card Pool
Standard Card Pool
Standard Ban List (show history)
  • Updated 2023-10-01

    What happens if Strike Fund is on top of the Runner's stack and they play Labor Rights?

    Each sentence on Labor Rights is an instruction, and other abilities that meet their trigger conditions have the opportunity to resolve between instructions. Labor Rights will trash the top 3 cards of the stack, including Strike Fund, then Strike Fund's ability will trigger and the Runner may gain 2. Then the Runner shuffles 3 cards from the heap into the stack, which could include the just-trashed copy of Strike Fund. Finally, they will draw 1 card and remove Labor Rights from the game.


Sort of like a runner Genotyping or Preemptive Action. If your deck is empty, this is pretty amazing, you can get back 3 extremely high-value cards. However, it's 2 influence outside of anarch, which could have been spent on a high-value card in the first place.

Drawn early, it's awkward, since the selection options are limited and the reward is delayed significantly. Drawn late, it's great! So its value is highly variable, and works well with other cards that give it alternate value, like Patchwork. Pitch it early, use it late.

Levy AR Lab Access is better if you expect to reliably burn through your deck, but is restricted in most formats. This could be used to supplement that, helping evade the unfortunate situation in which all your Levy's and Same Old Things are in the heap. Alternatively, it's great when you have a specific few cards you want to recur, like multiaccess, utility, or disruption (e.g. The Maker's Eye, DDoS, or Apocalypse.) Burst economy like Sure Gamble isn't worth nearly as much, because you're already spending a card to put them back, similar to using Same Old Thing.

In my opinion, it's very well designed.

(NAPD Multiplayer era)

In true anarch fashion, the card trash something of yours to get something else of yours, a bit like mushin.

There are two way to use this card : early and late.

Early game, the card act like a sift through your deck. You trash 3 cards in the hope of thinning your deck further and getting back some cards that were used early, along with the desired card. While not a very good use of the card, sometime you need to get to specific combo card, without sacrificing what you have in hand. In which case Labor Rights will help you. On top of that, it pay for the tempo loss of using the card by drawing a card for you.

Late, it can be used to get those important cards core to your archetype, like Parasite or Wanton Destruction. Allowing you to use those card once more for full effect. More than one corp player has lost to Fisk Investment Seminar being used every turn in the late game.

Also, if you have the card in hand when you have zero card in your stack, bring back 3 cards will let you stay in the game.

Of course, like Genotyping, the card will let you recover important cards (like a trashed Engolo) to be able to stay in the game.

At 2 influence, Labor Rights is the easiest recursion card to fit in out of faction. While not as powerfull like Trope, not bringing back as many card like Harmony AR Therapy or not putting the desired card straight in your hand like Rip Deal, it has no string attached, no cost, a low influence cost and always useful.

I feel the card could get a more cyberpunk union leader treatment, for its lackluster art and lack of quote. A missed opportunity for such a great card.

(Salvaged Memories era)