This ID takes a click-compression card which is probably too efficient (Seamless Launch) and makes it into a Frankenstein's monster which is used on every agenda score. Maybe 90% of cards that Precision Launch players bring back to their HQ are Seamless Launches. If they pass on Seamless Launch, it's because they already have one in their hand or their final agenda is Vitruvius.

Extraordinarily powerful. This is arguably a straight improvement on Caprice Nisei, a legendarily effective card. Anoetic Void locks down a server forever with the slightest bit of support. 3 Aikis? Unrunnable, unless you are so far ahead you can spend 10+ credits and a click to cause the corp to lose 2 credits and 2 cards of his choice. 2 cheap ice and a Mamegarm? Unrunnable. Surveyor + anything? Ghastly. A Mamegarm + any ice? Arguable. Board states this uncontestable shouldn't be this cheap.

This card design is viciously oppressive.

  • This never should been able to fire more than once a turn
  • The corp discarding 2 cards of his choice is not actually forward progress for the runner, nor is it a serious cost for the corp*. If the corp had to do something like trash an ice in the server to trigger Anoetic Void, at least the runner is weakening the server for a later run.
  • This card should fire BEFORE Mamegarm.

Effective counterplay: Not much. If you see this card you just have to hammer every other server because the Anoetic Void server will never be touchable. Or you need to start slotting Political Operative. Unless AV is itself on HQ, in which case your counter to Anoetic Void is hard-countered by Anoetic Void. :-)

*Previously, hard "end the run" effects have been mostly limited to a top-tier agenda and a top-tier trashable ice, both of which can only be used once. In comparison to that, spending 2 and trashing 2 of your cards from HQ for a repeatable ability is MUCH lighter in cost.

<p>I guess that "once per turn" statment would be an <em>ok</em> nerf for this. But... maybe if it's nerfed it wouldn't see play. When it was spoiled I remember that there was in the design team discussion about if it was 3 cards the price or something like that and they didn't go with that.</p> —
<p>If the corp puts a Void on HQ they're absolutely asking to be milled to death, I would run it every turn and I wouldn't even care about not getting in. The reason it works on a remote is because it's pr</p> —
<p>Oops, forgot that enter doesn't start a new line here! The reason it works on a remote is because it's protecting the corp's chance of scoring next turn. If it's on HQ, the only way it's protecting them from winning is if they're a FA corp, and FA corps need those cards in hand.</p> —
<p>I think most runner decks generate something like $60-100 over the course of a game. I think spending $8+ and a click to make the corp lose $2 and 2 cards of their choice is not enough value for the runner.</p> —
<p>It's also two clicks for them to recover the lost cards. In some circumstances you would still <a href="/en/card/21105">DooF</a> a corp in a situation where it cost you more money to get in than you gained, so I think you would also Void them then.</p> —
<p>But... if the corp feels losing the cards and $2 actually is problematic, they can choose to let you through. If the worst-case option is that the runner has to pay $8+ and a click to trash AV in a run which wasn't otherwise valuable, I think the corp still takes a major advantage on this play. Particularly if the Corp has other Anoetic Voids in his deck or HQ.</p> —

It's not a very fun ID, either to watch or to play or to play against. We already have a generic Jinteki ID (Palana) that reliably generates $1 per turn, itself not terribly fun.

Restoring Humanity's main card interactions are with very bland cards, particularly Hansei Review. Contrast to a deck like Acme or Reality Plus which significantly changes the economics on some cards and allows for strategies that wouldn't be doable in most other IDs. We've seen some half-hearted attempts at this in Jinteki with Hyoubu Institute (+$1 per turn if cards are revealed) and Nisei Division (+$1 each time a psi game resolves). Neither the conditions nor the resulting $1 are particularly interesting, and neither faction received the card support to make these playable.

If your idea of a faction-defining card is Hansei Review, you're gonna love Restoring Humanity. For everybody else, please wait for Restoring Fun.

  • In Standard, an ice this bad against Paperclip is probably unplayable. With no counters, it's a 7-cost ice which usually causes a 4 credit swing. That is terrible. For much better ice in the 3-5 credit impact range, please see Aiki (1 cost for 3-4 impact), Afshar (3 cost for 3-5 impact), Mausolus (4 cost for 4-6 impact), and Bran (6 cost for 5 impact). Even Palisade and Eli 1.0 are more efficient than this, and they're kinda mediocre in the current card pool.

  • This ice may be playable in Startup format. With Paperclip gone, Corroder is a much more reasonable matchup (6 cost rather than 4).

  • Ice counters are prohibitively expensive and unreliable, and asking for counters on top of a 7-cost ice is cruel. If you put counters on this card, I think you're going to feel very silly if they have Boomerang/Botulus/Tranquilizer/ice-trash etc. Problem: in Startup, it feels like cards like Boomerang and Tranquilizer are everywhere. You COULD run backup cards like Magnet, but a card which costs this much shouldn't need this much backup.

  • If you're running Public Works Project, you might also have Dedication Ceremony lying around. Using a spare Dedication Ceremony to add 5 strength to Pharos is not awful. Wall to Wall can also help get some tokens out.

  • Excellent art.

  • Fun trivia, Pharos was the island where the Lighthouse of Alexandria was built, until an earthquake ruined its day. Learn something from the ancient Greeks, and don't spend $7 building something which collapses in Apocalyptic conditions.

This ice is boring as balls. It reliably causes a $2 credit swing. It doesn't create short-term value and isn't very good on long-term value. It doesn't have the strategic depth of Aiki's psi game or the strength or 2nd subroutine that make Aiki excellent in a grindy role. On the key plays of the game, this ice might as well not exist -- 1 net damage won't hold back a runner when they decide to go for it and "gain $1" is one of the weakest subroutines in Netrunner.

If most ice were this unimpactful, I don't think most people would play ice. Consider: it'll probably take something like 5-6 Stargate runs or 5 runs on advanced cards to win a game. On, over most games I think the runner generates $60-100. It is almost mathematically impossible that you'll be able to stop their ~5 key plays with $2-impact ice. Problem: low-impact ice needs a ton of help to hold off high-value plays, but no ice in the $2-impact range can handle a large install cost without immediately sucking.

<p>Yeah, but Jinteki PE can get things ouf ot it, also you may be prevented of stealing and Obokata Protocol. It's not a good ice, but it's cheap and let the runner through with a tax (a tithe)</p> —
<p>I like to think of it as a <a href="/en/card/02056">Pop-up Window</a> that is just annoying enough on central servers to force out a sentry breaker, which pop-up window rarely does (for code gate breakers).</p> —
<p>I think it's a little worse than Pop-Up Window in that Tithe's cost can be short-term ignored if it's the only way to make a turn work. And the first Tithe is free to Bukhgalter.</p> —