Here is a newer review, building on the the precedent (but dated) last review.

Earthrise Hotel is probably the easiest drawing engine to use. At 6 cards drawn for a single install, it is pretty efficient. The really best part about it is the fact it is neutral and can be used by any runner (excepted Apex).

Comparing the drawing of Earthrise to 1 cred save is a bit misleading (but still a valid comparison). Earthrise will allow you to draw into your econ pieces without using click, making your econ card that much more valuable.

Earthrise Hotel synergize well with cards like Paladin Poemu and Career Fair. Those allow you to install it for cheaper. It work nicely with Street Peddler, let you mill your own deck even faster to get your combo pieces.

Here are the competitors to Earthrise Hotel. For comparison, let remind ourselves that Earthrise Hotel give 6 cards for 4 credits, over 3 turns.

Professionnal Contacts. Gaining a credit for drawing is incredible, letting you setup your econ as you draw through your deck. The 5 credit for install hurt a lot. Also, it is not clickless.

Blockade runner. Let you choose the best two of three card drawn. Really, no, just no. Best avoided in favor of Class Act.

The Class Act. 4 cards drawn for 4 credits. After, let you choose the best of two card drawn, once per turn. Best of all, the card are drawn out of turn, giving you some protection against card like Punitive Counterstrike. This card synergize wonderfully with Earthrise Hotel, because it allow you to choose the 2 best of 3 cards each turn.

Drug Dealer. Draw 1 card out of turn for 1 credit in turn (or 0 credit, if you do not have creds). Simply amazing, because it never stop. But the drain on you econ is real. This will basically negate a Rezeki or Data Folding to mitigate.

Sports Hopper. 3 cards drawn instantly (for 3 creds). While not used, give +1 link. If you install it with Az or with The Artist, it give the same value as Earthrise Hotel.

Zer0. Lose a card in hand to gain a cred and two cards once a turn. Work well with Anarch because of heap breaker. Losing a card is still a bummer.

There are event that can also be compared.

Diesel. Draw 3 card for 0 creds. Combine well with Earthrise to get click compression through drawing.

I've Had Worse. Draw 3 card for 1 creds. Provide some protection against damage. Combine well with Earthrise to get click compression through drawing.

Blueberry Diesel. Draw 2 card for 0 creds, but choose the best of two for the first card. Combine OK with Earthrise to get click compression through drawing.

Fisk Investment seminar. Draw 3 card for 0 creds, force the corp to draw 3 also. Combine well with Earthrise to get click compression through drawing. Dangerous because it give tempo to the corp.

At 4 credits to install, it is a significant hit on the runner. In a deck with lots of economy cards, it is well worth it. Using cards that allow you to install it cheaply is also a good idea. But drawing 2 cards clicklessly will give the runner load of options and allow the runner to make more runs and to put more pressure on the corp. Well worth the slot in a runner deck.


I've been playing a variety of rush decks recently (that is, decks for which at least part of their strategy is scoring out behind a small piece of ICE, before the Runner finds an appropriate icebreaker for it). When you're playing a rush deck, you want:

  • primarily 4/2 agendas (so that you can play ICE click 1, agenda click 2, and advance it click 3, ready to AAA it next turn; 5/x is too slow to advance, more than one 3/1 means you fall short of 7 points, and not enough 3/2s exist to build a deck out of them)
  • cheap ICE that ends (or effectively ends) the run
  • some way to afford to rez the ICE and place the advancement counters (ideally clicklessly so that you don't have to take turns off)

The ideal game plan for a rush deck looks something like this: turn 1 install ICE and agenda, turn 2 score it, turn 3 install agenda, turn 4 score it, turn 5 install agenda, turn 6 score it, turn 7 install agenda, turn 8 win. If you're using 4/2 agendas, that costs a total of 21 and 16. You get a total of 24 clicks in your first 8 turns (and remember, if you take even one additional turn, your opponent has more time to find their icebreakers and force you to switch to a backup strategy). That means that you have only three spare clicks, and will probably need to use some of those on cards like Fast Track to actually find the agendas. A rush deck thus faces the imposing problem of making 11 with only three spare clicks (possibly fewer).

Given what card this review is being written on, you can probably guess at the solution to the problem: hey, wouldn't it be great if there were a 4/2 agenda that clicklessly generated 10 credits? Corporate Sales Team has been simply amazing in my rush decks; it's a 1-card economic engine that gives you almost all the economy you're going to need in a short game, and it does so with no relevant costs at all. You are going to put 4/2 agendas in your deck, because you kind-of need them to win the game. You are going to advance them and score them (or the deck loses regardless). And that is the only cost that needs to be paid to use Corporate Sales Team; there isn't even an influence cost, so you can do this in any faction and with no deckbuilding restrictions (it even helps fulfil the agenda point requirement!).

Just to give some idea of the power of this card: recently I was speculating about "how much influence would a neutral 45/x ID with no ability need to be balanced in Standard", and decided as a joke to build a 45/0 deck to see what happened (with no actual blank 45/0 identities in standard, I simulated it by using New Angeles Sol: Your News together with only neutral cards with no influence cost). My turn 1 was Vanilla, install Corporate Sales Team, advance it. On turn 4, I scored a second Corporate Sales Team. On turn 8, with the help of a Fast Track to sneak an agenda past the opposing Stargate (and a bit of luck when a click 3 Stargate revealed two agendas as the second and third cards, allowing me to basic-action-draw one because the Runner couldn't trash them both nor trash the card on top and steal them both), I had scored out. This was, of course, a completely fluke win that's unlikely to be replicated in a tournament, but it was only remotely possible because the Corporate Sales Teams provided enough economy for the entire game between them.

The main competitor to Corporate Sales Team is Oaktown Renovation. There are two primary differences between the cards. Oaktown Renovation has the slight downside of producing only 8 rather than 10 if you advance it normally (i.e. clicking for AAAA); however, it also has the relevant upside of producing those credits while being advanced (rather than spread out over the next 5 turns after it is scored). Oaktown Renovation also has the downside of your opponents knowing for sure that it's an agenda, but in a rush deck, that typically doesn't matter much. That said, trying to decide which is better is pretty much pointless. If you are building a rush deck outside Weyland, you can't legally run Oaktown Renovation anyway, so the decision has been made for you. If you are building a rush deck in Weyland, you can and probably should simply just run both cards; you're probably going to need 10 agendas, after all.

Although this review primarily focuses on rush decks, Corporate Sales Team is also playable even in other deck styles (it's also worth noting that the cards needed by a rush deck don't come to 45 slots, so most rush decks will use their remaining slots to implement a backup plan, perhaps transforming into fast advance or glacier to get the final few points through if their early run falls short, so it's nice if your rush agendas can help you with your backup plan too). A clickless 10 might not be sufficient for your deck's entire economy if the game lasts beyond the first 8 turns, but it definitely doesn't hurt; many Netrunner games end up being decided by only a few credits, so a 10 swing is easily enough to have a decent chance of swinging the result of the game in your favour. Generally speaking, it works best in decks for which credits are the main limiting factor (as opposed to, e.g., being short of clicks, or where the deck aims to attack some resource of the Runner rather than gather resources of its own); although it's good anywhere, the opportunity cost starts to add up if there's some agenda that might fix your deck style better.

If you're considering putting Corporate Sales Team in your deck, here are some similar agendas you might want to consider using alongside it or instead of it:

  • Oaktown Renovation: very similar to Corporate Sales Team, and discussed in more detail above. Weyland-specific, and produces 8, but while you're scoring it rather than afterwards.
  • Cyberdex Sandbox: produces 4 for the first one you score, and 8 for the second (12 for the third but this never happens in practice). Also lets you pay to gain 4 if you have one scored, or 8 if you have two scored. This is basically an economic agenda tuned for longer games, because once it's scored, you'll rarely have problems gaining credits in an emergency. It also plays very well with other Cyberdex cards, and the "Cyberdex economy" is seen in a wide range of Corp decks nowadays (most notably Jinteki glacier, which loves both the credits and the anti-viral side effects).
  • SSL Endorsement: basically the glacier version of Corporate Sales Team. It produces 9 over 3 turns rather than 10 over 5 turns, but with two notable differences: it's a 5/3, and it triggers even if stolen (thus passively defends itself in the centrals early-game). In practice, this turned out to be pretty much an autoinclude in any deck that wanted 5/3s (forming a notable part of their economies), became a Corp staple, and eventually ended up getting banned to weaken Corp as a whole because Corp win rates were too high and almost everyone was running it.
  • Bellona: another 5/3, basically the NBN-specific version of SSL Endorsement (and not banned). The swing is only 5, but instant, and triggers both on score and steal. In NBN decks, this tends to double as both economy and a win condition
  • Advanced Concept Hopper: another 4/2 that gives credits (or optionally cards) over time, this time HB-specific. This one is focused more on the long games than the short ones. Is the runner going to make at least 10 runs after you score it? In many of the faster decks that want 4/2s, the answer is no, so Corporate Sales Team works better. If your deck is a little slower, and runs out of HB, you might want an Advanced Concept Hopper instead (or as well).
  • Timely Public Release: clicklessly installs ICE (and lets you see what the breakers the Runner has available for the run before choosing which ICE to install). Just as Corporate Sales Team fixes the problem of a rush deck being short on credits, Timely Public Release helps to fix the problem of a rush deck being short on clicks, by doing something you want/need to do anyway (installing appropriate ICE to keep the runner out) without needing to spend a click to do it. Probably not strong enough to make most rush decks, although it's an obvious choice if you're stuck in a neutral identity with no influence :-P
  • Remastered Edition: an NBN-specific 4/2 that can fast-advance a 3/2 on a subsequent turn. When used as an economic agenda, this only saves you a click and a credit (so you might as well be using a 3/2 instead, although you're probably going to be running 3/2s alongside it). Sometimes that's enough to win a game, but more relevantly, it provides an excellent fast-advance backup plan for if your initial rush plan ends up failing; if you can't rush out four agendas, you can use the Remastered Edition to automatically win as long as you have a 3/2 in HQ at the start of the turn and the Runner has no fast-advance hate. So this can be seen as providing reach / the ability to close out a game to rush decks that might otherwise fall short a little too often.
  • Vulnerability Audit: a neutral 4/3 that can't be fast advanced. This is a high-risk high-reward play for rush decks; if it gets stolen the Runner can win off just three agendas, but if it gets scored, you can win off just three agendas as the Corp, potentially leading to a win on turn 6. Good in small quantities in rush decks, especially rush-glacier hybrids.

Also worth noting is that the various faction-specific 3/2 agendas are, in effect, 4/2s that costs , 1 less to advance (and Project Atlas and Project Vitruvius can alternatively be scored as a 4/2 with a bonus ability, with Atlas's being particularly helpful for rush decks). So although the 3/2 stat-line is more associated with fast advance decks than with rush decks, 3/2s often make for a worthwhile substitute for economic 4/2s when you're planning to rush, as they save you just that little bit extra.

In summary: if your deck is planning to win fast, Corporate Sales Team is pretty much the perfect agenda to score on turn 2, and will probably fix your economy for the entire game; you are likely to want three of them in your deck to increase the odds of seeing them early. If you're planning on letting the game go a little longer than that, it's still good, but will have more competition, and might end up not meriting the deck slot (and/or messing up your agenda point distribution, which in some decks is very constrained).

<p>Amazing review. Very thorough. I agree with everything. Of note, this agenda is now viable because PAD Tap is banned (this is more a historical note, for newer readers).</p> —

With Sure Gamble, Dirty Laundry is one of the most used neutral cards for runners.

What it does, it make a run cheaper for the runner. It lower the cost of the run by a net 3 creds (unaided). In a pinch, it can also gain you 3 creds if you run on an unprotected server.

The drawback is self evident : if the run is unsuccessful, you just lose the 2 creds "invested" in the run (at least). This make Crisium Grid a nemesis of this card.

If you need this card for a 3 creds gain, and if you are Criminal, you should look into Easy Mark, which will give you 3 creds without any conditions attached.

Dirty Laundry synergize well with Mystic Maemi and Public Terminal. Both will allow you to use Dirty Laundry for a cheaper cost or for free.

Dirty Laundry is very good when used with Ken, gaining an extra credit for the run. Making it possible to gain a net of 6 creds after the run.

The obvious "competitor" to Dirty Laundry is Bravado. Dirty Laundry need a successful run on any server, while Bravado need you to run on an iced server. Both will net you the same amount (generally). Bravado is more complementary to Dirty Laundry than a competitor, unless you need the slots in your deck for something else.

Outside Criminal, Dirty Laundry has value especially for deck that want to run often, rather than slow setup deck. But sometime, it is the only "burst" econ available, since it is neutral. In those cases, rethinking the identity used might gain you better results.

The art, the quote, the flavor and the effect are good. It all make this a good card for most runners.

<p>Fun fact, doing a Dirty Laundry run on a naked IAA <a href="/en/card/21039">NGO Front</a> will also fizzle the effect as it</p> —
<p>is no longer considered a server and is no longer a successful run. Sorry about the double post, accidently pressed Enter and it just happened.</p> —

You will be hard pressed to find a runner withou 3x Sure Gamble in it. It is the stable of burst econ. Giving a net of 4 credits.

Notable interaction with Mystic Maemi and Patchwork.

Mystic Maemi will allow you to play Sure Gamble and use the creds on Mystic Maemi. Basically, it will give the runner all the creds on Mystic Maemi, giving a net gain of 5 to 7 creds.

With Patchwork, trashing card will let you gain an extra 2 creds when using Sure Gamble, for a net 6 creds.

The only other burst econ card that compare in ease of use is Easy Mark, which gain you a net of 3 creds. Any other burst econ card have extra conditions attached (successful run, run on an ice, give token, take a tag, etc.).

Since Sure Gamble is neutral, you will always see it in a runner deck. Burst econ goes a long way, and 4 creds is good burst econ. While you can make a deck without it, for example, if you make a ressource heavy deck using Oracle May, it will be slightly slower than other deck because of the lack of burst econ.

Finally, let's face it, Sure Gamble could be the face of the runner side of Netrunner. The quote, the lore, the flavor, the art, the cards... This is Netrunner.


5 years later (last review was in 2015), Aesop is still the best Shaper ressource, sharing the spot with Professional Contacts.

At 2 influences, it can be used anywhere. It is such a powerful card. There are also major synergies with many faction cards.

  1. Harbinger is almost an auto include when using Aesop. It will give you 6 credits clicklessly. Costing only 1 influence, it is easy to include it with Aesop.

  2. MKUltra, Black Orchestra and Paperclip, when used with Cybertrooper Talut and Patchwork. With Patchwork, you can install those heap breakers for cheaper, and then trash them for creds, creating a circular economy. With Cybertrooper, whenever you install them they arrive on the board with +2 strenght. For MKUltra and Black Orchestra, this is huge! It will easily safe you 3 creds to break an ice. Both combined gives you an efficient econ engine and powerful breakers.

  3. You can use the same trick of heap breakers and Cybertrooper Talut, but use Flame-out instead. Allowing you to break ice for free (using the credits on Flame-out). Then the breaker is trashed. And the cycle continue. So, instead getting a breaker for free, you get to break ices for free.

  4. With Daily Cast, you get 1 extra cred if you trash it at the end (when it is at 2 creds). Daily Cast is now a net 6 creds instead of 5 creds, that is good value for a single card (same as Harbinger).

  5. At the end game, when you are starve for creds, trash your board for 3 creds a turn. This can make the difference between win and lose.

  6. Bank Job, take 7 creds instead of 8. Trash it for 3. Making the card a net 9 creds instead of 7.

  7. Drug Dealer. When you do not want the draw or you want to stop paying for it, trash it for 3 creds. No need for Isolation.

  8. With any card that have outlasted their value, usually because they don't have any tokens anymore (Imp, Cordycep, Data Dealer and Artist Colony, etc.), trash those useless cards for 3 creds.

  9. With Apocalypse. Get A LOT of card to trash, giving you the equivalent of 3 Rezeki each turn.

Unlike Pro.Co,, Aesop require you to build a bit of your deck around it. But Aesop enable a lot of deck. At 1 cred to install and 2 influences, it is a serious option to consider.