Exceptionally powerful. This is arguably an improvement on Caprice Nisei, a legendarily effective card. Anoetic Void locks down a server with trivial support. Virtually any 2 ice, or any ice + Manegarm is mostly unrunnable unless the runner is so far ahead they can spend 8+ credits and a click to cause the corp to lose 2 credits and 2 cards of his choice. Board states this hard to interact with shouldn't be this cheap to set up.

  • This should not have been able to fire more than once a turn
  • The corp discarding 2 cards of his choice is usually not forward progress for the runner*. 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 fires 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.

Boring as balls. It reliably causes a ~$2 credit swing. It doesn't create short-term value and isn't very good on long-term value. On the most important plays of the game, this ice might as well not exist -- 1 net damage won't hold back a runner when they decide to go for it and "gain $1" is one of the weakest subroutines in Netrunner, even weaker now that PAD Tap is back.

Pros:

  • Jinteki ice is so bad that Tithe might not be the worst option available. :-/
  • In Jinteki (and only in Jinteki), inflicting 1-3 net damage early might be forward progress. If you're in a faction without Obokata Protocol, a point of net damage is not.
  • If you're teaching a new player, Tithe is a good way to build up their self-confidence. And show them how PAD Tap works.

Cons:

  • There are few ices in the game that cause a $2 credit swing with no redeeming ability, and they're at best situational. If most ice were this unimpactful, I don't think most people would play ice.
  • Anyone financially strapped enough to want Tithe probably can't afford to trash every PAD Tap.
  • It'll probably take ~5 runs on advanced cards to win a game. On Jinteki.net, over most games the runner generates ~$60-100. It's almost mathematically impossible to stop their ~5 key plays with $2-impact ice.
  • The runner has the option to either take a net damage or pay $2-3 to break. Every time a player elects to take 1 net damage rather than use a breaker, they're signaling your ice isn't even worth $2-3 in damage. Outside of Jinteki, Tithe usually isn't.
<p>Yeah, but Jinteki PE can get things ouf ot it, also you may be prevented of stealing and Obokata Protocol. It's not a good ice, but it's cheap and let the runner through with a tax (a tithe)</p> —
<p>I like to think of it as a <a href="/en/card/02056">Pop-up Window</a> that is just annoying enough on central servers to force out a sentry breaker, which pop-up window rarely does (for code gate breakers).</p> —
<p>I think it's a little worse than Pop-Up Window in that Tithe's cost can be short-term ignored if it's the only way to make a turn work. And the first Tithe is free to Bukhgalter.</p> —

One of the most powerful ice ever printed. Engram Flush almost always hits for 4+ credits or 1-2 cards of the corp's choice, which is enormous and consistent value for a 2-cost ice. Along with Slot Machine, it was in the elite tier of code gates which fares well against both Engolo and Amina. It was removed from standard play because its numbers are crazy for a 2-cost ice. Even if they have a Hunting Grounds, it only affects 1 Engram Flush once per turn, and even then they still reveal their hand.


EF wasn't QUITE as universally useful as Slot Machine or Gold Farmer, but it was an extremely potent import at 1 influence, assuming your enemy plays better with cards. In-faction, it pairs savagely with the 3 Obokatas that you were already running and any net damage cards you might be running. When this ice was legal, it was an almost guaranteed 3-of in any Jinteki deck with 10+ ice, and almost half of corp decks ran 2-3 copies of it during Salvaged Memories.


Tactics: deploy early, rez early. Unless you have reason to suspect otherwise, choosing Event is usually the best option (or close). Most game-winning cards are events, and they're the most likely to be held in reserve for a killer moment.