AU Co. batches damage with “discard” (Whenever you do damage or trash 1 or more cards from HQ, …
); and pairs both with draw, which is mechanically-related to discard, since you refill your hand, as well as thematically-related to damage, since you're “stealing” cards from the grip
to HQ
(CF. Vampyronassa).
For example, resolving a Boto or Empiricist double-“charges” it, which lets you double-“draw” next turn. Or even a 3rd power counter
if the Runner facechecks Saisentan without a Killer, or Attini without credits. (IIUC, rezzing Anemone triggers it twice? Since there's a cost and an effect, even if both are in one sentence via the trash _ to do _
templating. But IDK.)
BTW, I like that placing the counters is unbounded (it's a "whenever", not a "first time each turn"), while spending them is bounded (it's "remove up to two counters", not "remove any number of counters"), and that the ratio is 1-to-2 ("spend two at a time, place only one at a time"). So when deck-building (or jank-brewing), you are rewarded for jamming a lot of different cards that can trigger it (especially multiple times at once, or repeatedly over time). So:
- Cohort Guidance Program can trigger it every turn.
- playing Hansei Reviews will trigger it non-interactively.
- an Anoetic Void trigger costs two cards, which the ID halfway-reimburses (albeit delayed). (IDK if this works out in the archetype, but the interaction is there.)
This is no PE, it only cares *about dealing damage (like Prāna Condenser), while PE was dealing the damage; thus protecting your agendas (even unrezzed assets), hardening your AP ice, tempoing out the grip (even grinding out the stack), literally winning the game, and so on. Damage is self-synergistic, because of flatlining, so it "dealing damage" implicitly cares about "damage being dealt" too.*
However, in the best-case, AU would be like When your turn begins, you may draw 2 cards.
(!), with some self-mill and card-selection too.
“Au” is the chemical symbol for gold (which is “aurum” in Latin).