Lets suppose you are a big rig shaper aiming for R&D lock with click compression, because that is the type of deck you would play Upya in.

Sure Gamble is a popular economic card, in that it provides a profit of 4 credits with a credit requirement most runners have or can comfortably click to. It provides its credits in a burst, providing you with more credits immediately.

Upya is essentially a run economy card, (save for the rare combo turn usage), that is only usable with click compression, (such as Magnum Opus or Professional Contacts).

If you run every 2 turns to compensate for multi-access runs, economic limits, and corp securing of R&D, you will gain 3 power counters in 6 turns. That means you gain 1 click every 2 turns, and with click compression making every click worth ~2 credits, amounts to about ~1 credit every turn, which is... actually an okay power level. In 6 turns it will even with Hedge Fund.

However, for this card to provide that benefit, you would need to have a click compression card and your breaker suite already installed, in addition to its memory requirement. You may also have difficulty in running on R&D.

Another comparison would be to Data Folding, which needs 2 free MU but does occupy them, and evens with Sure Gamble after 7 turns.

What you say is correct for that archetype. But Upya is built for hammering R&D more often than once every two turns! There is Equivocation, Mirror, TTW and so much other stuff around for runners that run R&D much more frequently in the mid game. —
The problem isn't fresh accesses, its being able to afford running on R&D. Once your opponent realizes your goal, they are going to stack R&D deeply, so running on R&D will become very taxing. I am taking into consideration multiaccess tools to circumvent the effectiveness of your opponents counter by minimizing the number of runs required while still maintaining or staying close to R&D lock. —
A deck can only extend its economic strength so far, especially since rotation took off a large portion of those economic options. If the corp player makes R&D 3 ice deep, each taxing 4 credits, then it will cost 12 credits to access card in R&D. A full turn of Magnum Opus will only raise 8 credits, and even if Professional Contacts can raise more, I simply do not see how you can possibly afford to run on R&D (every) turn. —
*cards, (third line). —

In terms of its numbers, Otoroshi has a gross tax of 6, (and a net tax of ~4), which are great in relation to its rez cost of 2. However, Its weakness lies in its subroutine, which the runner may allow to trigger.

Otoroshi can be placed on a remote server to threaten a flatline with Project Junebug or a rig wipe with Neurostasis if it is protecting an advanceable card, (making it ideal in a shell game glacier).

Otoroshi can also place advancement counters on cards that cannot normally be advanced, and can be combined with API-S Keeper Isobel to become an economic booster, making this ice very efficient and impactful.

Other synergies include Trick of Light for fast advance, Back Channels on an advanceable trap for an economic boost, and Constellation Protocol to support advanceable ice and Mass Commercialization.

If you find any other uses or synergies, mention them in the comments.

It synergizes pretty well with False Flag if its protecting it. They will either boost it, allowing you to score it if they cant trash it, or make it more punishing to trash if they were going to do that anyway. —
re: Constellation Protocol "synergy", the advancement counters from Otoroshi can only be placed on cards in servers, and Constellation Protocol can only affect advancement counters on ice (not in servers). It's a nonbo, sadly. —

This card is much more powerful than it seems. You should consider putting this into your shell game Jinteki deck, instead the classic Project Junebug.

The most obvious comparison to make is to Project Junebug, which instead does 2 net damage for every advancement. In game, when playing shell game Jinteki, you mostly install and double advance to maximize the punishment if it is a trap and normally score if it is a 5-point agenda. Project Junebug with 2 advancements would do 4 net damage, trashing most of their hand and slowing down their tempo by making them click back their hand, which would take 1 turn of drawing or 4 clicks. It also has a side benefit of possibly disrupting their game plan.

Neurostasis with 2 advancements would trash 2 installed cards, and if they are icebreakers it would force them to search through their stack and reinstall them, which would secure your centrals and open a scoring window lasting multiple turns while taxing them. Reinstalling with a draw and install, (2 clicks), for both would cost 4 clicks, and that is not factoring their combined install costs, (usually about ~6 credits).

Therefore, Neurostasis is superior to Project Junebug in both taxing and utility.

Neurostasis is super underrated yeah but I think we should refrain from saying it's superior to Project Junebug. Similar to Degree Mill, Neurostasis can actually become a liability when it shuffles back drained Davids or Liberated Accounts. Don't forget the corp is forced to choose runner cards (assuming they pay) and so Neurostasis is very nearly a meager card in the early game in comparison to Junebug or a similar Ambush. Not to mention Neurostasis' 3 to fire compared to Junebug's 1. —
The runner would not be running on a scoring server without icebreakers, especially with how punishing Jinteki ice tends to be, —
The second negative would only apply if you are naked advancing it, which is what Saraswati does. —
As for the first negative, being forced to uninstall, usually does not happen. —
Paying 2 additional credits for a long lasting scoring window is very valuable. —
However, you are right that Neurostasis is not nearly as useful in the early game. —

Really, really weak. You should not use this in your deck,

(Unless you intend to be doing HQ lock, which is the criminal's specialty, or (maybe) in an anarch economy control deck).

Lets look at the numbers:

Easy Mark: At cost 0, gives you an unconditional burst economy profit of 3. It is rarely used, due to how good its counterpart is:

Hedge Fund: At cost 5, profit 4, Runners usually have this required amount or can comfortably click to it.

So, Lamprey needs to provide at least a profit of 4. Its install cost is 1, which means it needs to produce an economic advantage of 5. That means you need to run on HQ 5 times before breaking even with Hedge Fund. This is conditional economy, as you only gain those credit advantages when you run on HQ, and it distributes the gain over several turns, so its also drip economy, making acquiring them much more difficult and awkward. In addition, it uses up a memory slot in the meantime, restricting the use of other more useful programs, and is trashed when purged, which is likely to happen multiple times with anarch runners, so it may not even pay itself off. Even if its memory and install costs were 0, it would still be roughly at level to Easy Mark, which is rarely used.

However, it (might) be worth (considering) in anarch decks running Bhagat and Wanton Destruction, or in a control deck with Ixodidae.

In conclusion, throw it in the binder and forget about it.

The idea is to bring the corp to zero credits and keep him there. Preferably out of Reina or with Omar. As mentioned above, you need other reasons to keep running HQ, like Bhagat/Maw. Still, it's a card from an era when economy wasn't what it is today. Its heyday has passed now that corps are swimming in cash. —
Thank you. —
Even if you don't manage to do a money lock, cards like Lamprey can still cause a huge tempo hit, especially at the start of the game. True that with Flashpoint Crisis, Corps became filthy rich, but I wouldn't underestimate this little piece here. Its role might have changed, yes, but I still wouldn't consider it binder fodder! —

[H0tl1ne here, with another flavor review.]

The title and the card art are both a pretty clear reference to a short story by Daniel Keyes, titled Flowers for Algernon.

The story describes Charlie, a mentally challenged thirty-seven years old, working as a janitor in a plastic box factory, who undergoes a miraculous medical treatment which, over the course of several months, increases his mental capabilities significantly, to the point of fluently operating several foreign languages and conducting medical research by himself.

Algernon from the title is a lab mouse the treatment was first tested on. As a part of the experiment, both Charlie and Algernon take part in solving maze riddles. Earlier in the story, Algernon easily bests Charlie and the man grows to resent the mouse, but as the treatment progresses, Charles manages to solve the maze faster than the rodent does. He ends up loving and caring for little Algernon.

In time, however, the effects of the treatment eventually reverse, first observed with the mouse's erratic behavior, loss of motor function and, finally, death due to severe neurodegeneration. Charlie accurately percieves it as a grim prediction of what is going to happen to him. The depression takes him over when, despite his efforts to resist the change, he forgets everything he has learned since the beginning of the treatment. The story ends with his wish that somebody leaves flowers on Algernon's grave in the backyard when he's gone.

It's a very touching story, and a pretty accurate description of retrogenesis, an occurrence common with people suffering from Alzheimer's disease (the fresh skills and knowledge are the first to vanish from mind - the degeneration of the brain is just like its development in prenatal state, only as if seen in reverse). Seeing it referenced by a card in my favourite game was like a sudden kick in the feels.

The reference itself is pretty elegant - having Algernon on board lets you ramp up fast with more clicks per turn, even overcoming the very flaws you were born with. That is, to a point where it ultimately fails, trashes and plunges you back into the dark state you were trying so hard to get out of.

Flavor aside, it seems like an interesting piece, if only to be found exclusively in Adam (five influence cost should be enough to discourage combo artists trying to replace the now-banned Hyperdriver). You have to pay for your additional clicks, and when you do, you better make sure you can make the cut - or else you will come to a grinding halt. High risk, high reward, a strong effect that can tip the balance in your favor for as long as you can ride the wave.

I wish every card in this last expansion we ever get had a flavor this excellent. But then, Sportsmetal: Go Big or Go Home is somehow found in the same box, along with a few other baseball-themed pieces. How would these relate to the cyber struggles we so enjoy having? Hell if I know.

Well done! —
I really enjoy your flavour reviews, H0tl1ne! They're always a great balance of informative and entertaining (^^). Please keep it up! —