Hákarl 1.0

Hákarl 1.0 5[credit]

Ice: Barrier - Bioroid - AP
Strength: 4
Influence: ●●●○○

When you rez this ice during a run against this server, you may derez another installed card. If you do, the Runner cannot use paid abilities printed on bioroid ice for the remainder of this turn.

Lose click: Break 1 subroutine on this ice. Only the Runner can use this ability.

subroutine Do 1 brain damage.

subroutine End the run.

Illustrated by Jakuza
Decklists with this card

Midnight Sun Booster Pack (msbp)

#4 • English
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You better have a good target to derez. If you compare this to Eli 1.0, you are paying an extra 2 credits for its rez ability, and that's not a small fee. Sure, you have a better chance to land a brain damage and end a run, but if that's your main reason to play Hákarl, there's a few problem with it:

  • 5 credit is a lot at early game.
  • Its cost becomes even more prohibitive if you don't have a good derez target.
  • At midgame, it becomes less useful once the Runner has a fracter ready.
  • Its subroutines can still be broken by Boomerang, Botulus, etc.

So therefore, you are not playing Hákarl for its subroutines; you are playing for its wombo-combo potential. For example, you can derez:

But the big question is: Is this worth an extra 2 credits over Eli 1.0? So far, there's not a lot of good use of this card, so I'm hoping this will change once the entire Midnight Sun set is released.

(Midnight Sun Booster Pack era)

This card is a $2 premium over an already mediocre Eli 1.0. The only on-rez effects which might be worth considering at a $2 premium are Regolith Mining License and super-janky Anemone, but nobody is less able to spend $5 and 3 influence on rotten shark meat than an Anemone player.

Even if there were an on-rez effect worth a $2 premium, the timing for when you might want to derez something is very limited and an ice will never be the most reliable way to deliver a derez on demand. If derezzing ever becomes a thing, Divert Power does it a lot better than Hakarl. Divert Power can derez multiple cards, it can give you a powerful ice at a discount, and is much more efficient on $ and influence.

Some unsolicited ideas for game designers:

  • The rez cost was too high. This is not only $2 worse than a mediocre Eli, it's $1 worse than a terrible Envelope, AND it's a bioroid!
  • Brain damage cards don't need to be this expensive or unreliable. Few, if any, corp decks get meaningful value from inflicting a brain damage. Few, if any, runners take meaningful damage from a brain damage besides like early game Adam and Adam decks almost always have workarounds.
  • Brain damage effects, particularly easily breakable subroutines, should be priced closer to net/meat damage.
  • $2 Divert Power offers a $3 benefit for each card the corp wants to derez and it's rarely played. A $5 ice can support a much stronger effect than "derez a card to MAYBE inflict a brain damage if they are running with no fracter against a corp with $5 and a card the corp wants to derez." Maybe a one-time Afshar ability where the runner can only break one subroutine? Give the corp a meaningful chance to land the brain damage?
(Midnight Sun Booster Pack era)