If you aren't putting an agenda agenda faceup into a remote behind some of the cheapest off-the-shelf ICE Weyland's defense researchers slapped together and smiling smugly at the runner turn 1, you're playing BANGUN wrong. If you ever refer to BANGUN without using all-caps and don't say it like BANG-GUN every time, you're playing BANGUN wrong.

OK, I'm joking. But just a little.

BANGUN, as the name and ability suggests, plays aggressive. Very aggressive. In the vast majority of games I've played, I've done the turn 1 I just described -- slammed down whatever agenda I had in my opening behind a Descent or Maskirovka, balanced my budget with a few Key Performance Indicators, and passed the turn. That's because BANGUN agendas thrive in the wild, not in cozy central servers. Unlike beloved Argus Security: Protection Guaranteed, BANGUN only BANGS when agendas are installed faceup in remotes. Like a bird of prey swooping down on newborn rabbits, the runner can snatch your vulnerable projects from the nerds in R&D and the suits in HQ with 0 (immediate) consequences. That's not OK. Your agendas need the trial by fire of the remote. Shove them out there. Let them be free. Hire Angelique Garza Correa to babysit them and keep them amused. Just don't let them languish in centrals.

That's the main thing, really. Go fast. Go hard. Give the runner catch-22s at every turn -- Do they take the sure thing, and bite the bullet (literally) by running your remotes? Or do they run your centrals hoping to win off random accesses -- some of which Byte! or are a sight to Behold! If they let you score, pressure with Measured Response. If they go aggressive, follow their Public Trail and show them what lies at the End of the Line. For real plays, Play Public Trail when they have the money to dodge it, THEN play Measured Response and kill them.

If you lose your steam, grind the runner through a Biawak or 2, courtesy of your Eminent Domain.

BANGUN is all about giving the runner as many bad options as possible.

BANG!

1 credit, 2 MU Scrubber is pretty good! Dewi MU jank aside, your shaper decks probably want this card to hose assets, which are very common right now. With trash costs being much lower in the current era, Azimat will allow you to trash corp assets and upgrades for pennies. As shaper, it is very easy to install this program and start dismantling the corp's board. If you need to, you can Muse or Self-modifying Code for it, and power-drawing Madani shaper rigs wll likely find it in short time. Annoying assets like Cohort become free to trash, while Bladderworts and Regoliths don't fare much better. Even if you're not being spammed with like 10 assets by turn 5, many matchups have enough trashables to make this a gamechanging install.

After some experience playing both with and against this card, my conclusion is: it isn't as good as it looks, which is a bit concerning given that (at least to me) it only looked decently good rather than amazing.

The three main ways in which a piece of ICE can have a good effect are stopping power, taxing power, and the facecheck. But Mycoweb doesn't seem to do particularly well in any of those dimensions.

Let's look at the facecheck first. Jinteki generally only wants to spend 8 on rezzing one piece of ICE in the early game if it does enough damage to the Runner in the process to make up for the cost of the rez. Spending 8 is quite the tempo hit, potentially taking a couple of turns to recover from – but that's forgiveable if you land a hit on the Runner that also takes a couple of turns to recover from. In this case, though, an early-game rez of Mycoweb frequently does nothing at all: in the early game you normally need to install all the ICE you draw (meaning that it doesn't end up in Archives), if you spent 8 on a rez then you won't be able to rez anything else impactful even with the 2 discount, and you're unlikely to have another spiky sentry or code gate rezzed to copy a subroutine from. Some Runner decks opposite will keep the "period of time where rezzing Mycoweb is useless" around well into the mid-game; in one game I played as a Runner, the opponent rezzed a Mycoweb when I already had a decoder installed (hoping that I would pay the costs to break it), I judged that the subroutines would do less damage than the break cost and let them fire, and the Corp realised that none of the subroutines actually did anything useful in the gamestate at the time and had to let me past.

In the very late game, the facecheck would theoretically be more impactful, if you could get the subroutines to fire – maybe by that point in time you have a lot of highly-damaging subroutines to copy, and Archives might be loaded with ICE (especially if the opponent is trashing it). But at that stage of the game, the facecheck doesn't matter so much because the opponent will almost certainly have a way past the ICE anyway (especially because ICE installed late tends to be on the outside of a server, the most vulnerable location).

What about stopping power? If someone is trying to make the critical game-winning run through a Mycoweb, they can usually get through by matching 5 strength and breaking two subroutines (the last two). Mycoweb is in a weird spot where it has a lot of subroutines, but they rely a lot on synergy in order to work, e.g. the first two subroutines usually have no immediate impact other than setting up the last two subroutines (although they are helpful for future runs). In one of my games, I was trying to steal the last required agenda point from R&D with low credits and dubious breakers, and couldn't afford to break all the subroutines – so I just broke half the subroutines, and still got in. In the early game, the stopping power is even worse – you can't use a Mycoweb to stop a steal unless you have a run-ending sentry or code gate rezzed already, or rezzable from the play area or Archives, and you won't be able to afford both the ICE to copy and the Mycoweb. As such, the stopping power is somewhere between "somewhat porous" (late-game) and "this doesn't matter at all" (early-game). One way you can try to patch up this weakness is to play ICE like Anemone that make the first two subroutines relevant even on a last desperate run; but this is only a tax of 1–2 more, so the synergy probably isn't worth it unless your deck wants to play Anemone anyway.

I was initially expecting the taxing element to be the best part of Mycoweb, and it is, but it still isn't as good as I'd like. The basic issue is that the normal approach to taxing ICE is to put it on a server that the opponent's deck wants to run repeatedly (e.g. R&D against certain Shapers) in order to limit the number of runs that they can make there (via forcing them to spend more money, and thus more time repairing their economy between each run). In order to get value for that, you want to have your taxing ICE rezzed early – otherwise the opponent will get most of their value runs in the early game and just switch server once you've spent effort in fortifying the server they were originally attacking. But Mycoweb isn't useful for taxing until you're already set up with additional ICE to copy, or appropriate ICE in Archives, so it only taxes through a small proportion of the game – and that mostly negates the purpose of taxing the opponent, because the number of runs you're stopping is low in absolute terms and thus the amount of damage you're doing to their gameplan doesn't justify Mycoweb's 8 rez cost. The actual amount taxed is also smaller than it looks: decoders are generally more efficient at breaking things than fracters or killers, the opponent can know or guess that some of the subroutines might be irrelevant and not break it, and the opponent may consider face-tanking the subroutines in certain gamestates (often the best you can do with the last two subroutines is 3ish net damage, which most runners are capable of tanking if they don't have to do it too often).

I'm not yet sure whether Mycoweb's status is "playable as a 1-of in most decks which synergise with them, because it's decent in the late-game", "playable only in decks which synergise with it particularly well", or "never worth it regardless of deck" – I don't have enough experience with or against it to work out in which of those categories it falls. But I don't think it's a staple, and your deck would need to fit it particularly well to consider playing it at 3 copies.

Lie Low (🛏️) either saves 3[$] on removing 2 tags, or saves [click][click] on drawing 4 cards.

For example:

  • After getting Oppo Research’d, you can fully-clear all 4 tags from just 5[$], saving credits (fooling the Corp too). Which you couldn't do by just Sure Gambling first (since you'd one click short).
  • For draw, you don't need to expensively over-install TCAs. (Or have splashed 3×Diesel (6inf/15), or even included Blueberry!™ Diesel.)

I was excited for a criminal draw but it's hard to justify slots for this card. The draw effect is simply not worth it. You need to spend a card, 2 clicks and a credit to get 4 cards. A 2 clicks is worth more than 2 cards. One card replaces itself. So you can think of it as 1 credit for 1 card. The tag removal is very situational and the tempo gain is mediocre. This card would have any merit if it was 0 credits or was a run event with the options to choose after run is successful.

Agree with @ruby272 here. If you need tag removal, there's other stuff like No Free Lunch and Flip Switch that are clickless (and free, in the case of No Free Lunch), and if you want it as a run event, there's Bahia Bands. Lie Low is a draw crutch for criminals for Startup, and I suppose if you're playing the Run Event deck, you probably have Mystic Maemi or Ghosttongue to cheapen your events.

One of the top economy cards for any deck with excess memory, Cezve is an extremely efficient card for supplying runners with a seemingly bottomless well of credits, as long as they're using them in runs. While Anarchs get to boast Fermenter and its extreme burst econ and Shapers enjoy combos with Simulchip and Coalescence, Cezve requires no input or setup once it's out, and it will be the edge many runners need to win the game. The Corp has no comparable option, with Mahkota Langit Grid being limited to a single server, the Corp has to rely on their advantage of a larger pile of raw credits to overcome a Runner with a pile of these. With enough at once, running servers becomes sufficiently free that nothing is safe without a stack of high strength pieces of ice, and can often provide enough currency to squeeze into that final run on R&D.

On the other hand, this leaves runners that rely too much on Cezve's econ out to dry when the Corp prioritizes its remote servers or provides other reasons not to run centrals. A clever runner will use Cezve to cover its bases when the Corp is blockading the centrals, while keeping the rest of their econ up to eventually tackle remote servers.

For some shapers, this is a useful 3x import even if the influence cost is high at 9. Anarch's may have more trouble justifying this as import, their rigs tend to not be as beefy on memory. Criminal's themselves will get this for free, but it depends on how much they need those credits in the middle of a run. The recently printed Barry “Baz” Wong: Tri-Maf Veteran loves this card.

Overall, a strong card if the runner can pressure the Corp's centrals, and sometimes that's just enough to find an opening.