Please read Chezni review, it is very good. I'm adding a some info about combo in my review.

Greasing the Palm is mainly played in deck that aim to go faster and that can draw cards fairly quickly. It represents well Haas-Bioroid in its pool of cards that enhance efficiency.

Haas-Bioroid: Precision Design usually use it because it allow the corp to increase its efficiency by putting a card on the board and gaining some economy.

Asset spam decks (Thule Subsea: Safety Below and Sportsmetal: Go Big or Go Home) will also play it for the same reason. Because it combine really well with Tranquility Home Grid, allowing the corp to put a card on the board and gain 4.

Greasing the Palm combine also well with Red Level Clearance, Midnight-3 Arcology and Superconducting Hub, as it will help the corp deal with a lot of cards in hand.

In theory, it would combine with tags, usually in the form of Oppo Research, to fast advance a 3-2 or 3-1 agenda, but it is quite an expensive proposition in faction. For that reason, it could be played mainly by NBN corps, who can do a tag storm on the runner, forcing the runner to float tags. But with a cost of 3 influences, it is difficult to justify, since NBN has fast advance tools that are just as good. Conclusion : the second part of the card text is almost never used.

Art, quote and name of the card combine seamlessly for this elegant card. Beautiful.

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Has stated in other review, this can be kinda compared to Border Control, because it could end the run by trashing the ice.

But it is also a 3 subs code gate, making it expensive (except for Buzzsaw) to pass multiple times. 3 subs is also taxing for Boomerang and Tsakhia "Bankhar" Gantulga.

This ice shine for three main applications :

  1. Protecting Ikawah Project, where trashing the ice can make Ikawah Project impossible to steal.

  2. Combo with Manegarm Skunkworks to making the run more expensive and better protect the root of the server.

  3. With Thule Subsea: Safety Below to force the runner to take a Core damage.

Otherwise, it is a boosted (2x) version of Enigma, twice the strength, twice the cost.

The quote goes well with the name of the ice (once you know it stand for military industrial complex). While the art is nice, it look more like toys (an administrator with an helmet?!) than what the name and effect of the card would suggest. All in all, it is good.

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Salvo Testing may seem like a fun option for those who like to experiment, but Crossy Road the reality is that it doesn't provide any real value in most decks and should just be viewed as "binder fodder".

Sebastião's unique ability highlights strategic resource management, essential for dismantling oppressive systems. In a similar vein, the game block) blast emphasizes critical thinking and planning, where players must outmaneuver opponents to succeed. It's fascinating how both encourage resource utilization to achieve victory, whether in activism or gameplay. Let's keep exploring innovative strategies both in real-life organizing and fun games like Block Blast!

Kind of just throwing ideas out there but I recently realized that this is the first and only "Mandate" card released. After trawling through the card list and eventually just searching by keyword I found that Rebellion Without Rehersal not only introduces a new mechanic in the form of Mandate but that this card right here is the only Mandate in the game.

What is the Mandate mechanic and why does this card's special effect only trigger if this is the first mandate? Well, that's exactly what I want to talk about.

The Possibilities:

  1. A Mandate is a card that draws other cards - Unlikely, there are Operations in the same cycle that draw cards yet are not Mandates (Corporate Hospitality and Mindscaping)

  2. A Mandate is a card that plays another card - Also Unlikely, there are Operations in the same cycle that play other cards yet are not Mandates (Greasing the Palm and Pivot)

  3. A Mandate is a purely cosmetic subtype like Deep Net (see World Tree or Seraph) - Maybe... but probably not, otherwise why would this card care whether another Mandate has been played

  4. An internal non-combo to prevent fast advance

This is the most likely consideration, as far as I can tell. If the Mandate sub-consideration did not exist, it would be possible to play 3 back-to-back Sudden Commandments, netting yourself 2 Clicks and enabling the ability to fast-advance a 4/2 from hand. Interestingly enough however, even if this was possible, it would be inadvisable because for the same number of cards (3) and the same number of credits (12) you could play 3 back-to-back Biotic Labors gaining 3 Clicks and scoring a 5/3 from hand.

That being said, Biotic Labor is rotating soon and it's possible the designers wanted to preemptively shut down fast advance combos and make it clear that this is not the new Biotic Labor, it's meant purely for tempo plays. Except... it can be used to fast advance, using this card and another card that could otherwise not be used for fast-advance like Subliminal Messaging, Red Level Clearance or Business As Usual it is possible to fast advance agendas from hand with this cards help, even post rotation.

So... why is the limitation there? Is Sudden Commandment meant to be a pseudo-fast advance tool, yet limited to only being able to fast-advance 3/1s and 3/2s, not 4/2 or 5/3s? Again, maybe it's just an attempt to curb future fast advance but since fast advance tools can be comboed together, it's still possible to use this card + RLC + The Holo Man to score a 4/2 from hand. Or use this card + Business As Usual + Vladisibirsk City Grid to do the same thing. Is the only goal to force more complex multi-card fast advance lines instead of just being able to chain one card into itself.

Perhaps the more interesting questions are;

A. Will more Mandates be coming in future sets and

B. What similarities and differences will future Mandates have?

Will future Mandates all allow you to gain an extra click if it's the first Mandate played that turn, or would they enable other effects like gaining credits if this is the first Mandate played that turn or installing a piece of ICE ignoring costs if that is the first Mandate played that turn or allowing you to shuffle agendas back into the deck if this is the first mandate played that turn?

Only time will tell but it's an interesting new mechanic that was slipped in without nearly as much hoorah as the new Threat N mechanic was for example.