I like this ice because it's an illicit ice that hurts and stays in play pretty well. Having a 6 strength is something not trivial to pass through and the trace 6 is also something that you can't just avoid even with powertaps and nexus.

Nowadays there are ways to get off that badpub easily such us Roughneck Repair Squad or Increased Drop Rates so it's not a hard downside and also The Outfit: Family Owned and Operated can profit from it.

I guess that it doesn't see much competitive play right now because it's expensive and people, want faster cards than melange mining co v 2.0 to get cash, but it could work.

(I'm filling reviews in the cards that doesn't have one so if you want to support me put a heart in the review or a comment)

I really like how flavorful this card is, too! The trace ability lets the Runner access to get info (or hit an ambush) but they can't do anything about what they access. Also it doesn't stop successful run effects like Diversion of Funds, Stargate, or Apocalypse, which is thematic for a trebuchet that is defenseless at close range. Maybe that's why it isn't played as much. —

Pelangi is the poor man's Laamb or Engolo (now one banned in the MWL and the other restricted).

It allows the runner to facecheck ice easily and go through in a pinch. That's the job (ideally) for an AI, but there is AI hate ice (like IP Block, Swordsman or Chiyashi. The fact that those icebreakers are banned or restricted is that they are inmune to this kind of ice.

So the idea es that you have, your lonely Corroder, a Bukhgalter or a pumped Study Guide and a handful of creds and you can run wherever you want because you can make the corp rez expensive ice and don't be harmed by a DNA Tracker, or a Fairchild 3.0 or even Mythic ice or traps because you can break it with money and a counter from Pelangi.

The basic card of this idea is Tinkering but Tinkering cost you a clic in the same turn that you want to run so it's usually slower than pelangi that can be used twice (even if it's once per turn). Even if you spend a memory slot it's worth it becaause if you're running only one icebreakers at that moment you have space in your rig! Also yes, you may be telegraphing the corp "I can go through your ice" but it's like being a criminal that can play Inside Job.

Even if it's shaper it can be exported to a anarch deck because Freedom Khumalo: Crypto-Anarchist wants virus countes and Knobkierie can provide them. It has been used even in the world's champion deck of this year 2019.

Other combo cards are Rejig that can refill the counters or use the money to install something else, Aesop's Pawnshop to sell it when it's used, Spec Work to sell it for creds and cards, Clone Chip to reinstall it from the heap whenever you need it, Scavenge also can refill the counters (for this one I prefer Rejig because it's more flexible).

If you don't want to use an AI such us Squirtle-Blastoise, Atman or Eater this card can help you.

Also there are a couple of virus hate cards from the corp pool such us Cyberdex Virus Suite, Macrophage or Reverse Infection that if virus get too prominent they can keep the runner in check. Including this card.

There haven't been any reviews of this card in a while, so I figured I would break down the usefulness of Datasucker in the modern meta, particularly in light of the most-played Anarch breakers: the conspiracy suite.

Datasucker has been around since the original core set, and is often seen as the archetypal non-icebreaker virus. Historically, Datasucker has primarily been used to enable fixed-strength breakers. While those have fallen out of favor or rotated, Datasucker still sees some play alongside Aumakua, alongside which it doubles the value of certain runs. Other than allowing accesses via fixed-strength breakers, Datasucker counters can be used to save money, usually at an exchange rate of 1 counter = 1 for most icebreakers. However, this exchange rate is even better for the now ubiquitous conspiracy breakers.

While Paperclip, the favorite child, still yields the 1 counter = 1 exchange rate, Black Orchestra and MKUltra, infamous for their inefficiency, yield far better dividends when used in combination with Datasucker:

• 1 counter = 3 (3/counter): Archer, Cortex Lock, Data Raven, Fairchild 3.0, Hydra, Ichi 1.0, Inazuma, Little Engine, Macrophage, Mausolus, News Hound, NEXT Diamond, NEXT Gold, Oduduwa, Slot Machine, Surveyor(4+), Tollbooth, Trebuchet, Wormhole

• 3 counters = 6 (2/counter): Archer, Hydra, Little Engine, NEXT Diamond, Surveyor(6+), Trebuchet, Wormhole

• 5 counters = 9 (1.8/counter): Surveyor(8+)

• 2 counters = 3 (1.5/counter): Anansi, Archangel, DNA Tracker, Gatekeeper(first rez), Nebula

(Bold = most-played ICE as of writing (present in >7% of decks)

53
Nice review = D —
Thanks! —

Complete Image is a complicated card with a simple purpose: it is a win condition that allows you to flatline the runner if you know the identity of every card in the grip.

Before I get into the ins and outs of Complete Image's primary feature, a few things to note:

  1. Complete Image is a Terminal operation, meaning that there is no way to use two in one turn, or deal other damage after the effect resolves.

  2. It can only be used when the runner has at least 3 agenda points, which can be relevant and allows some counterplay on the part of the runner--you don't have to be worried about how many cards are in your grip early in the game.

  3. It has a trash cost of 2, meaning that it is vulnerable in Central Servers.

  4. Complete Image always does 1 net damage at least, meaning it can be used as an expensive Neural EMP if need be.

Complete Image's primary feature is a frightening and exciting recursive net damage cascade; if you know every card in the runner’s grip, the chances of flatlining the runner are as follows:

• 5 cards: ~1% chance (1/5 * 1/4 * 1/3 * 1/2 * 1)

• 4 cards: ~4% chance (1/4 * 1/3 * 1/2 * 1)

• 3 cards: ~17% chance (1/3 * 1/2 * 1)

• 2 cards: 50% chance (1/2 * 1)

• 1 card: 100% chance

• 0 cards: 100% chance

Two things become apparent looking at these odds: 1) while similar to Neural EMP, Complete Image also lets you flatline the runner if they have just one card in the grip, and 2) your chances of flatlining the runner increase drastically for every card that is missing from the grip. You are 5x more likely to flatline the runner if they have 4 cards in hand instead of 5. And if they have 3 cards, you are 20x more likely to flatline the runner than if they had 5 cards in hand. This means that every value damage you can do before firing the Complete Image greatly increases your chances of winning the game. Using Neural EMP, Bio-Ethics Association, or Ronin are more or less reliable ways to line up your shot.

However, again this all requires perfect knowledge of the Runner’s Grip. To get this knowledge, a few options are available. Jinteki IDs such as Hyoubu Institute, or more reliably in my opinion, Chronos Protocol, have built-in ways to gather this information. Several NBN cards, such as Salem's Hospitality, Peeping Tom, and Standard Procedure also allow you to gain the information necessary to land the kill.

Notably, Standard Procedure, Neural EMP, and Complete Image all require a run to have been made last turn. So using these cards all in one turn is one way to land the Complete Image.

To counteract Complete Image, runners can trash it when they see it, they can try to stay below three agenda points, and they can keep their hand size as large as possible. In addition, a single net damage prevention card can stop the entire process in its tracks.

Complete Image is a powerful win condition card that can allow you to simply end the runner with a bit of luck and knowledge of their hand. Landing the Complete Image can be tricky, but watching a lucky net damage cascade flatline a runner with a full grip is certainly a memorable moment.

53
Cool review = D —

This little guys sinergyzes with Az McCaffrey: Mechanical Prodigy and his console Masterwork (v37) but also shines in Thrash decks such us Armand "Geist" Walker: Tech Lord or Hayley Kaplan: Universal Scholar with Tech Trader.

And even with that it allows you to run with impunity of allmost any encounter (except from Anansi) or remove a tag in pinch (such a 4th clic Snare! or 4th clic Agenda theft from Argus Security: Protection Guaranteed)

The cons is that it's a hardware that has to be installed so if you don't have sinergyies about installing stuff (such as the mentioned or Technical Writer or... The Supplier ) it doesn't see much play.

It's still a fun card for criminals that missed Nero Severn: Information Broker

(I'm trying to fill reviews in cards that doesn't have one so you can have opinions and information in all the netrunnerdb)

Solid summary. Wanted to add some additional clarifications to your review: Flip Switch can be used on Anansi if it's used on the approach. Additionally, Flip Switch's synergy with The Supplier isn't worth it as you won't get the full 2c discount as you would with something more expensive. —