I'm not sure if there are other cards that are basically a must-include in a particular Corp deck, but Wall to Wall is build for Earth Station. Note that it only activates three abilities if you only have one asset rezzed. Earth Station, no matter the side, only allows for one remote server. In fact, aside from Rashida, this was the only Asset I had in my "not-quite-GNK" Earth Station deck at my LGS.

So why is this built specifically for Earth Station? As I said, this only kicks in if there's no other rezzed Asset. Apart from Rashida, this was part of my Earth Station glacier (which was devastated by an Alice running Apocalypse round 1). That's beside the point. If there's only one server, you can fire off three abilities, so it's perfect for Earth Station. You can get a credit, draw a card, advance that Colossus so the poor Runner has to trash their Progenitor hosting Aumakua when they face-check it at 4 strength. Or, if you have an agenda you want to slap down, simply bounce it back with the fourth ability. This is a powerful Asset that becomes weaker in Asset Spam decks, but in single server decks, it is a terrifying thing to go against. Why? It gives you three clicks worth of things to do before you even do your mandatory draw. This is precisely why I feel it was made specifically for Earth Station: it benefits most from the limit of one remote server. Wall to Wall is unique, so you can't spam it; you're stuck with the one. Otherwise, it would be far too powerful.

Unless you're playing a single-server deck, find a better drip econ card, like PAD Campaign or Rashida. If you want advancements, play Tennin or run Cayambe Grid. This fits best in one-remote glacier decks, especially with its bounce ability allowing you to return it before you draw and then slapping down something else.

I think it's an asset spam or rush / jammy card. Rez for 1 is always good with a trash cost of 4. And it gives you 2 credits or a card the first install each turn. So you want to use it to install cards often on this and in a jammy list it means you are not losing tempo while jamming stuff.
IAA usually costs you 3 clicks & 2 credits, with this it "only" costs you 3 clicks.

Installing & firing Rashida Jaheem means 3 cards & 5 credits, what's not to like? But it also means you need some ice to protect this card. Advanced Assembly Lines can give you the bonus twice, once in your & once in your opponents turn.
It might make sense with costly assets you only use once and don't keep in the server, like Bass CH1R180G4. And then we are fast in comparing it to Breaker Bay Grid which rezzes for free (until 5), so in the territory of 0 - 1 this is better (or multiple installs) from 3 - 5 BB is better. In combo decks like Spombo Asa also BB is the better choice, as you can use it for multiple items a turn.

So what are cards you want to throw in the server?

But also cards that are useless otherwise can go in the remote and force runner actions like CVS while giving you credits or cards.

The draw can be something that is better as this is also something BB does not offer.

The trash costs of 4 is a huge thing, so usually when I see it as a player I can't afford (in terms of tempo) to trash it.

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I'm actually surprised Steve has no reviews. Guess I'll be the first to comment on how powerful he is.

Before he got rotated out, Steve was a big part of my LGS meta. If you weren't running , you were instead playing Panic (but don't actually hang him) to host Steve, and for good reason. Recycling cards is powerful as the Runner; there's a reason why Levy AR is restricted. The only downside to his ability is that the Corp picks which card you get back while the other is RFG'd. One of the guys at my LGS would actually say "Sure Gamble or Sure Gamble?" when forcing the Corp to let him recycle a Sure Gamble. Steve is immensely powerful in any deck simply because you can recycle basically anything; it just depends on what the Corp deems to be more dangerous to let you keep. The only stipulation is that it's only for the first run on HQ each turn. Of course, Criminals know how to bypass your ice. The fact they can recycle any of their cards, especially those with powerful trash abilities, should be scary for any Corp player.

So why Steve over other another Criminal? Someone like Los or Nero would have a decent one-per-turn ability, but after a certain point, Los is as blank as an after-game-start Val, and Nero, in my opinion, is more for face-checking. Gabe has a decent ability of his own (and is a great teaching tool for Runners), but after a certain point, the credits aren't as useful as getting certain cards back, especially in the late game when you need another Sure Gamble or a previously trashed program or hardware. Of course, you could play my least favorite Runner ever, but I refuse to discuss her. Of course, you can only play Steve in the Eternal and Snapshot formats now. Considering how big he was at my LGS, I kind of hope Steve gets cycled back in sometime in the future.

After my last review where I lambasted my least favorite Runner ID, I thought maybe go back and visit a card I really like. And that card is everyone's favorite guardian: Aumakua. Fun bit of trivia: an aumakua (pronounced oh-mah-KOO-ah) is, according to Hawaiian folklore, a guardian deity of one's family. One of the forms it can take is everyone's favorite turtle program.

I absolutely love Aumakua. Not because it's exceedingly strong (it can become the juggernaut if the Corp doesn't purge), or because it's incredibly cheap (1 per subroutine is pretty good, especially for a 3 install). I don't play Criminal all that often, either, but it isn't because of influence (1 influence is incredibly cheap). So why do I love Aumakua? Because it's one of the first cards I saw during my first game.

Bit of story time. At my LGS, the January before the announcement of Jacking Out, I made the mistake of picking up the Core Set of L5R. While looking for people to play against at my LGS, I came across some people playing Netrunner. Curious, I stopped to watch the game, and after a few rounds, I asked if I could play. One guy, let's call him J, let me borrow a Valencia Estevez deck. I don't remember the entire deck setup, but there were two cards that stood out: Maw and an fan-made alt-art of Aumakua he had gotten from eBay (sleeved, obviously). The turtle stuck with me, and as soon as I got my copy of the (original) core set, I picked up Crimson Dust and Daedalus complex, making a Noise deck with Aumakua, not realizing Noise was rotated. During my early days, I would try to slot Aumakua in wherever because I liked the card. If NISEI wanted to print their own promo art for Aumakua, I'm sure I'd buy it in a heartbeat, all because it's the card that got me into Netrunner in the first place.

<p>Cool story = )</p> —

Random trivia: Masvingo is the only Netrunner card to date that uses neopronouns in its flavour text.

Masvingo joins the long history of advanceable Weyland ice that gets better the more advancement counters you pile onto it. Alone, with 3 strength and 1 ETR subroutine, it sits neatly between Ice Wall and Fire Wall as an afforable gearcheck that typically taxes more than 1 - exactly like Wall of Static. It is particularly taxing for a handful of breakers that boost awkwardly or break multiple subroutines at once, such as Demara and GS Sherman M3.

Unlike its predecessors, Mavingo gains additional ETR subroutines with advacement counters rather than gaining strength. Against the gold standard Corroder this is essentially equivalent, but for other breakers this is mixed news. Paperclip only starts paying more than 2 with at least 3 advancement counters, whereas the aforementioned Sherman will pay 4 for both 1 and 20 advancement counters. On the bright side, you can lock out Quetzal with a second counter, Boomerang with a third, and Spike with a fourth. Against the ever-popular Aumakua whether you prefer gaining strength versus subroutines depends on whether you want to lock the runner out or tax hir.

Masvingo hasn't really seen a great deal of love outside of Builder of Nations - where it shines from turning on your ID by having its first counter free - but with the newly released Akhet and Wall to Wall breathing new life into advanceable ice by charging them efficiently, we might be seeing it more often. I think all but the fastest Weyland decks will prefer Masvingo to Ice Wall because those counters start mattering sooner against most fracters (Corroder and Gauss). As for Fire Wall, I think these days if you're paying more than 4 for your ice it should probably come with a facecheck penalty and prevent Turning Wheel counter farming. Masvingo compares favourably to the old competition, and is probably your go-to dump for excess advancement counters.