3/1s are usually unplayable (they're not efficient for getting agenda points and dilute your deck with agendas). The 3/1 agendas that get played either need either a great ability or an excellent interaction with a popular ID(s) to work. AR-Enhanced Security has both.

AR-Enhanced Security's ability is thoroughly excellent. It's a straight improvement on Controlling the Message's ID ability, which has been among the strongest corp IDs for years. CTM traces for a tag if an installed card is trashed. With ARES, a tag always hits (no trace) even if the trashed card isn't installed, making it better against Stargate and HQ/RND destruction. Along with CTM's ability, this is one of the most reliable effects to jack up the price of trashing assets so high that many decks can't keep up.

Runners right now have a slew of options for dealing with trash costs (e.g. Miss Bones) or bypassing trash costs altogether (e.g. Stargate and Imp). AR-Enhanced Security is a major reason that asset-centric decks are still an option out of NBN, though not as strong as in years past.

Your first ARES scored will probably inflict 3+ tags for a direct impact of 9+ credits. In addition, there are uncountable benefits like the cards NOT trashed and the runs not made because the runner is afraid. If your deck gets any value out of tags, there will be many situations where scoring this is a good use of your time, even though it does make deck composition clunkier compared to 3/2s and 5/3s. There will also be games where this lands the winning tag(s) and plays a crucial role winning on tags. As far as tag-dealing cards go, this is more reliable than most.

This ID takes a click-compression card which is probably too efficient (Seamless Launch) and makes it into a Frankenstein's monster which is used on every agenda score. Maybe 90% of cards that Precision Launch players bring back to their HQ are Seamless Launches. If they pass on Seamless Launch, it's because they already have one in their hand or their final agenda is Vitruvius.

Extraordinarily powerful. This is arguably a straight improvement on Caprice Nisei, a legendarily effective card. Anoetic Void locks down a server forever with trivial support. 3 Aikis? Unrunnable, unless you are so far ahead you can spend 10+ credits and a click to cause the corp to lose 2 credits and 2 cards of his choice. Surveyor + anything? Ghastly. A Manegarm + any ice? Arguable. Board states this draining shouldn't be this cheap to set up.

This card design is oppressive.

  • This never should been able to fire more than once a turn
  • The corp discarding 2 cards of his choice is not actually forward progress for the runner, nor is it a serious cost for the corp*. If the corp had to do something like trash an ice in the server to trigger Anoetic Void, at least the runner is weakening the server for a later run so it feels like you're getting somewhere.
  • This card should fire BEFORE Manegarm. Manegarm is already very efficient if it only lives to fire once. Anoetic Void takes a borderline too-efficient card and makes it very hard to interact with.
  • Instead of ending the run, maybe moving the runner to the first ice in this server? (This saves the runner a click if they'd like to try the server again and gives the runner a chance to keep a key run alive).

*Previously, hard "end the run" effects have been mostly limited to a top-tier agenda and a top-tier trashable ice, both of which can only be used once. In comparison to that, spending 2 and trashing 2 HQ cards for a repeatable ability is MUCH lighter in cost. (The cost is somewhat higher than with Caprice Nisei, but Nisei only delivers a 2/3 chance of ending the run).

<p>I guess that "once per turn" statment would be an <em>ok</em> nerf for this. But... maybe if it's nerfed it wouldn't see play. When it was spoiled I remember that there was in the design team discussion about if it was 3 cards the price or something like that and they didn't go with that.</p> —
<p>If the corp puts a Void on HQ they're absolutely asking to be milled to death, I would run it every turn and I wouldn't even care about not getting in. The reason it works on a remote is because it's pr</p> —
<p>Oops, forgot that enter doesn't start a new line here! The reason it works on a remote is because it's protecting the corp's chance of scoring next turn. If it's on HQ, the only way it's protecting them from winning is if they're a FA corp, and FA corps need those cards in hand.</p> —
<p>I think most runner decks generate something like $60-100 over the course of a game. I think spending $8+ and a click to make the corp lose $2 and 2 cards of their choice is not enough value for the runner.</p> —
<p>It's also two clicks for them to recover the lost cards. In some circumstances you would still <a href="/en/card/21105">DooF</a> a corp in a situation where it cost you more money to get in than you gained, so I think you would also Void them then.</p> —
<p>But... if the corp feels losing the cards and $2 actually is problematic, they can choose to let you through. If the worst-case option is that the runner has to pay $8+ and a click to trash AV in a run which wasn't otherwise valuable, I think the corp still takes a major advantage on this play. Particularly if the Corp has other Anoetic Voids in his deck or HQ.</p> —

It's not a very fun ID, either to watch or to play or to play against. We already have a generic Jinteki ID (Palana) that reliably generates $1 per turn, itself not terribly fun.

Restoring Humanity's main card interactions are with very bland cards, particularly Hansei Review. Contrast to a deck like Acme or Reality Plus which significantly changes the economics on some cards and allows for strategies that wouldn't be doable in most other IDs. We've seen some half-hearted attempts at this in Jinteki with Hyoubu Institute (+$1 per turn if cards are revealed) and Nisei Division (+$1 each time a psi game resolves). Neither the conditions nor the resulting $1 are particularly interesting, and neither faction received the card support to make these playable.

If your idea of a faction-defining card is Hansei Review, you're gonna love Restoring Humanity. For everybody else, please wait for Restoring Fun.

  • In Standard, an ice this bad against Paperclip is probably unplayable. With no counters, it's a 7-cost ice which usually causes a 4 credit swing. That is terrible. For much better ice in the 3-5 credit impact range, please see Aiki (1 cost for 3-4 impact), Afshar (3 cost for 3-5 impact), Mausolus (4 cost for 4-6 impact), and Bran (6 cost for 5 impact). Even Palisade and Eli 1.0 are more efficient than this, and they're kinda mediocre in the current card pool.

  • This ice may be playable in Startup format. With Paperclip gone, Corroder is a much more reasonable matchup (6 cost rather than 4).

  • Ice counters are prohibitively expensive and unreliable, and asking for counters on top of a 7-cost ice is cruel. If you put counters on this card, I think you're going to feel very silly if they have Boomerang/Botulus/Tranquilizer/ice-trash etc. Problem: in Startup, it feels like cards like Boomerang and Tranquilizer are everywhere. You COULD run backup cards like Magnet, but a card which costs this much shouldn't need this much backup.

  • If you're running Public Works Project, you might also have Dedication Ceremony lying around. Using a spare Dedication Ceremony to add 5 strength to Pharos is not awful. Wall to Wall can also help get some tokens out.

  • Excellent art.

  • Fun trivia, Pharos was the island where the Lighthouse of Alexandria was built, until an earthquake ruined its day. Learn something from the ancient Greeks, and don't spend $7 building something which collapses in Apocalyptic conditions.