In my opinion by far the weakest lockdown printed so far. This might not be obvious at first glance. Caprice Nisei was pretty strong, right? And it's even 0 cost! Well...

1) First of all this card has the HUGE downside of telegraphing your score. In a faction priding itself on deception and bluffing that is kind of bad. Now the runner can adequately prepared for the steal/your score.

2) It doesn't even do all that much. End the run, are you kidding me? From a flavour perspective this is a huge missed opportunity in my opinion. If Jinteki orders a lockdown there should be all sorts of scary things happen. Maybe accessing ICE chosen by the corp? Maybe running on a different server without the option of jacking out? Switching agendas around or refilling counters on them? Net damage? BRAIN DAMAGE? Certainly very tame for the old treefolk.

3) The effect is NOT automatic. Runners who dabble in Poker tournaments might just win the Psygame. And then what do you do? Sitting there with a bunch of nothing.

4) But isn't the role of the lockdown also to strengthen your bluffs? Lay down a trap and then play the lockdown. I have seen this reasoning pop up and think it's pretty weird. First of all: If you install a card and advance it as Jinteki you are already bluffing! There is simply no need for this card at all, just Mushin like the good old days. Well you might say, the play of this lockdown might just up the stakes for the runner! But the problem is: if you win the Psygame you end the run, preventing the runner from accessing your trap! Why would you play this card in shell game? I just don't get it.

5) Chose a server. HAHAHAHAHAHA. The final nail in the coffin of this card. If you slap down this card the runner might just win elsewhere. All other lockdowns present an opportunity to protect yourself across the board at least and i don't think those are even all that strong.

In summary this card is spectacular underpowered in my opinion. In theory i admire the design space that lockdowns present but with the cards seen so far i don't think they will get used all that much.

<p>I think the fact that this isn't the card that you want it to be doesn't make it underpowered. Plenty of Jinteki decks, including most of the competitive ones, are not any more invested in high variance bluffs than any other faction. Clearly this is designed to score a 4/2 in a well defended server, much as Caprice did. And it's not like last minute ETRs haven't always been a Jinteki thing; as well as Caprice there's <a href="/en/card/01068">Nisei MK II</a>, as well as bounce effects that often work as ETRs in practice. And how can you criticise a Jinteki card for using the psi game when the rest of your review seems to revolve around how much you like bluffing?</p> —
<p>First of: I love psygames :) That is not the point. I think both Nisei MK II and Caprice present more of a lingering threat for you scoring. This card telegraphs very clearly what you are trying to do. In that sense i think the bluffing aspect is very clearly lost.</p> —
<p>I think this is what Caprice should have always been and I am so exciting with the design space that Nisei has created for such a beloved game.</p> —

All of the fine folks suggesting, that this card may help with Obokata scoring might overestimate this card because your install+double advance no longer works. So you either have to sneak this card out unadvanced and then play the lockdown or have some fast advance tools handy. Neither option is really all that viable in my opinion.

In the first case you you need three turn to score which gives the runner options for money/tools or even winning somewhere else. Secondly fast advance in Jinteki is really reserved for 4/2 or 3/2 agendas in my mind. If you really want to protect your Obokatas more i would suggest Ben Musashi or Data Loop (which can die in a garbage fire by the way).

I appreciate the design space of lockdowns, but as it stands they are just too awkward to use for scoring. In a grindy Weyland deck this card might see some use.

<p>La Costa Grid a card.</p> —
<p>Point taken. Still preffer Ben Mushasi because you can set it up earlier and don't telegraph as much.</p> —

I hate this ID so much. Leela is the bane of my existence when I play Corp. The first time I encountered her, I was playing a Sportsmetal deck I lifted from here called "Real Fake Points". I got swept badly. In addition, a friend of mine who I play against on J-Net continuously uses a No-Run Leela deck. As in he doesn't run, he simply relies on three Gang Signs, three Fisk Investment Seminars and three HQ Interfaces. To be perfectly honest, I feel that Leela's ability is a crutch for new players. Bringing Gabe back in the System Core was a good idea, but you couldn't save Andy or Steve? To be perfectly honest, I was hoping she'd rotate out with Lunar. Maybe I have such strong feelings about her because I don't play Asset Spam, but I still feel that Leela is too strong in any game state. Maybe I should start adding some copies Cerebral Static... Oh, wait, that's gone.

<p>I don't feel as strong about Leela, but boy is it a bad matchup with sportsmetal. In my experience you want to avoid the draw reward from sportsmetal scoring once gang signs hit the table. But your in deep waters even then. A run focused Leela is still a lot of fun for beginner players in my mind in a similar fashion that sportsmetal is funnily enough. If your opponent steals/scores you get a bonus. Ain't that nice :)</p> —
<p>I think Leela’s ability by itself it not a terrible problem. It can be strong, but it also helps keep the pacing of the game if the Corp has a strong FA strategy. The problem is when people pair her ability and make a “no run” deck. That idea goes against the whole idea of Netrunner and playing a Runner. These are decks made by “Spike” players and they usually foster NPE. I completely get that feeling as it is prevalent in all deck building games, although LCG’s tend to suffer from it less than CCG’s, where Spike players are encouraged to break the game for everyone else.</p> —
<p>That deck is frustrating to lose against, but it's plenty beatable. You just need to go fast and take some calculated risks. I think that every corp deck needs a rush mode, and I'm happy that runner archetypes exist to enforce that necessity. My main criticism of Leela is that she is enormously high variance, so when she goes from 'lucky snipe' to 'ruining your whole day' it can feel extremely unfair. That said, I actually think she's fine.</p> —

Boomerang is a very interesting Icebreaker-alternative. It's too early for me to have done a full analysis on the new hardware, but it seems like a very useful tool in any deck that wants to run hardware and trash cans (so Az and Geist). It can outright let you walk through some of the most annoying ICE in the game for a mere 2 credits and an install. It doesn't matter if your surveyor has 30 strength--Boomerang breaks it for 2 .

[Edit in light of clarification on hardware uniqueness thanks to Mezuzi]

There is a bit of Corp counterplay though that Boomerang users should be wary of. It's unique, which means you can only have one installed at a time. If you use it to mark an unrezzed piece of ICE that the corp can afford to leave unrezzed (or even over-install the next turn) then your Boomerang just has to sit there, doing nothing until you spend another 2 , a card and a click to overinstall a new one. This now means that in total you've spent 2 (4 if you count each card draw as a click), 2 cards and 4 credits to bypass 1 piece of ICE -- definitely not a good deal, especially if it means some of your hardware/trash can triggers were delayed at the same time. The icing (ICEing?) on the cake is that it also can't recur itself, so the Runner is down 1 Boomerang in their deck. Of course, they probably have recursion somewhere that brings it back, but early on it might be an option to nab a scoring window.

I'm sure new ideas and better analysis will be discovered as time goes on, but for now I would say this is a strong and fun card to have to in the pool.

...if you're a Runner.

<p>Both Corps and Runners are allowed to install multiple unique cards in general - it's just that older unique cards get trashed during the next checkpoint. Your friend might be misremembering the "Limit 1 console per player." rule that is written on consoles that <em>would</em> prevent the start of an install of another console.</p> —
<p>@Mezuzi -- Thanks for the clarification! I've updated the review to reflect this.</p> —

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