I think in any other game, Rebirth would be a fun, cute card that would let you think your way out of particular match-ups, or transition between phases of the game.

For example, Rebirthing from Kabonesa Wu into Jesminder or Kit after getting set up is a neat way to spend your influence and deck slots. And the ability to choose a different identity based on the situation offers a lot of fun decision points.

However, I think this design is a total mistake in Netrunner, for a couple reasons:

  1. Identities that are blank after the start of the game: Identities like Andy, Val, or even The Professor have text that is only active when the game begins (or before) and are essentially blank afterwards. Because these Identities exist, it is a no-brainer for them to run Rebirth (except maybe the Professor) because it is always useful to them, even on turn 1. They have nothing to lose and everything to gain from including it in their deck. Compare this to Kabonesa Wu, who would need to hold onto Rebirth in hand for at least a few turns before using.
  2. Identities are balanced around link and influence: Some Identities have stronger abilities than others, and as such have been balanced in other ways, namely now much link and influence that identity has. Omar Keung has a very strong identity ability, and as such has only 12 influence. This is meant to curb decks that use that Identity, because if he had 15 influence, he would likely be considered stronger than several other Identities. Kit has only 10 influence, because her ability to turn ice into code gates is very strong. Rebirth lets you play as these notably stronger identities, who are balanced with a downside, without the downside.

Because of these two factors, Rebirth allows Val, who has a strong abiilty that is notably blank after the start of the game, to use Omar's powerful identity ability. The player receives the upside of Val's ability and influence, with the upside of Omar's central-targeting power.

This, combined with Rebirth's "Limit 1 per deck" clause results in swingy matches where sometimes you're playing against Val (who is just fine in her own right) and sometimes playing against Omar with 15 influence, and you have a bad pub. Sometimes you're playing against Andy, and sometimes you're playing against Leela who got to start the game with a 4 extra cards in hand. For these reasons, I think Rebirth is a good example of bad design. Unfortunately, being poorly designed and slightly frustrating is not enough to warrant Removal from the game for now.


Basically Fast Track in yellow. It costs a credit and 1 influence if you're not NBN but it makes up for that by giving you an optional clickless install in return.

Not being able to score the agenda on the same turn you play this card isn't much of a drawback. It just means this card isn't meant for fast-advance. Rather, this card is amazing for glacier corps with 5/3's. Being able to search the perfect agenda and then immediately IAA it puts a ton of pressure on the runner. Better yet, because the card you install doesn't have to be the one you fetched from R&D, you could install a NGO or Junebug instead and drag the runner through an expensive remote.

The "no hq run" condition is a minor setback but this card will still be playable most of the time when the corp is set up. It is a bit early to say, but I think Digital Rights Management will be an incredibly potent tool for a ton of different decks. Titan and other rush decks will still prefer Fast Track, but DRM will definitely see play in Azmari, Jinteki glacier and Weyland decks running 5/3's. SSO in particular benefits a lot from this card, as finding an agenda early is incredibly important for their set-up.

Btw, fun fact, in a cyberpunk game about hacking, this is the first card to have 'digital' in its name (not counting Kate's full name). Only took 7 years.

It's actually the second card to have "Digital", "Rights", or "Management" in the game, if you do count Kate. —

Ah, my good friend LLDS Processor, you look.... different.

I appreciate that you stapled your brother, a second LLDS Processor to yourself, and I see you've got a link now? Wild, I thought NISEI had all but killed link as a mechanic.

While I miss the delicious, juicy highs of Triple LLDS Processor, the +2 str for one card is huge in getting set up quickly, and a 5 str Chameleon is a 5 str Chameleon.

Extra credit: Right now, you can have 3 Rejig AND 3 Scavenge in your deck. That's a LOT of opportunity to farm this strength boost - think of the synergy with Gauss, Lady, and cards that aren't Fracters too!


So the more I play Netrunner, the more I think Because I Can is this game's Doom Blade.

FOR MAXIMUM COMEDY, mix the letters around, hit 'em with a CBIBIC one-two punch, set the corp back a thousand turns.

So yeah, this is a real strong tech card - not necessarily because it's powerful, but because it's so wonderfully versatile.

I have to say, the CBI+BIC combo is absolutely hillarious, and I will 100% try that out when I build my next Kenma deck. —
I'm not sure that BIC works against Giordano Memorial Field or Hokusai Grid. As an access replacement effect, you execute the effect at the access phase (6.9.5.g), not on the successful run trigger (6.9.5.e). An example of this timing issue (but with Bank Job) is in the Replacement Effect section (9.8.4) of NISEI's Comprehensive Rules. —

Cayambe Grid (most likely named after the Ecuadorean city or volcano Cayambe) is the new defensive upgrade for Weyland. Runners happily rejoice though as this grid doesn’t boost horizontal Weyland decks further.

No, instead Cayambe Grid will be helping glacier decks achieve an alternative strategy to win alongside heavily fortified remotes. The grid goes best in Builder of Nations, SSO Industries, or even an ID like Tennin who look to run ice that already have synergies from advancements. Its first effect can be a double economic whammy – providing economy to Corps through cards like Mass Comm while taxing Runners more to boost strength for applicable ice.

For IDs that already have the capability of advancing their ice, Cayambe Grid’s second effect provides an excellent additional defensive tax that a Corp can spring on a Runner as soon as the encounter with the innermost ice begins. In this way, Cayambe Grid is similar to the defensive ability of Giordano Memorial Field as well as sharing its rez and trash costs. However, it has the additional advantage of being able to control when and how frequently the ability procs. It’s up to the Runner to steal agendas to activate Giordano but a Corp themselves can control when and how many ice they advance giving Cayambe Grid the slight edge over Giordano in my opinion. Looking forward to this card’s eruption in the meta.

One thing missed was that Giordano is NOT a Region so that must be considered while comparing the two. —
You could even run them both in the same server if you have some kind of sadistic jank. They pay through Cayambe on approach, then when they commit to access you can rez Pizza Field, locking them out and wasting alllllll their money. —
Pretty sure the card refers to Volcan Cayambe in New Angeles, where The Root is located. —
Nice callout, thank you! —