It is worth pointing out here that Stim Dealer is NOT unique. If you have two installed, you can get 6 click turns! ...followed by 2 brain damage. All three installed at once means you can get a whopping 7 clicks!...followed by losing half your hand.

Is this useful? Maybe. I've seen it work in a Data Leak Reversal deck to deck out the corp. 5, 6, or 7 cards trashed form the top of R&D per turn is VERY powerful. Make sure you pack ways to deal with the brain damage, or all the clicks in the world won't save you from death. Also, when installing multiples, how you sync them up matters. Would you rather spread out the brain damage, or have two damage less turns followed by one splitting headache?

How do you deal with all that brain damage?

Increase your handsize! Some hospital time will help. Or maybe you prefer paper cranes. If you can spare the influence, moving your brain into your chest is another good idea.

Choose what you lose! Becoming a cyborg or some kind of sliced up freak should help.

Kick the habit! Everyone's favorite doctor can help you stave off an overdose long enough find another buyer or join a DARE program.

I can't believe this card doesn't have any reviews yet! Firmware updates has the ability that Because We Built It should have always been, a free credit and a free click for advancing ice! Up until Order and Chaos, the meta was not sold on advanceable ice. Is Firmware Updates the magic card that advanceable ice decks have always needed? ...not quite. Advanceable ice is still too slow, too finicky, and too much investment for not enough payback (play BWBI against Leela and see what I mean).

Advanceable ice may not be a deck archetype that has fully matured, but that's not to say that all advanceable ice is all bad. In the right deck, advancable ice is a powerful tool. Make sure your glacier deck is packing a real win condition behind that advanceable ice, and if a 3 for 1 agenda fits in that gameplan, Firmware updates is a slam dunk. Some unique tricks you can do only with Firmware Updates:

• Give your Tyrant or Woodcutter a subroutine the first time they are rezzed!

• Use Mark Yale in to get 11 all at once for no clicks (14 if you're Titan Transnational)!

• Bluff a triple-advanced unrezzed ice as a Wormhole and watch them cry as you rez an Orion for a measly 3!

• Get the BWBI experience with a non-trash ID!

OK, OK, I get it, don't go all-in on advancable ice, and don't play Because We Built It. So what should I play? And how would Firmware updates help me?

I'm glad you asked!

Titan decks should consider running this agenda for the Mark Yale synergy alone. Decks that like 1 point agendas, like Argus Security: Protection Guaranteed could see value here, especially if they are packing a Wormhole, Nebula, or Ice Wall. Try some shenanigans with Constellation Protocol or Trick of Light to return space ice to your hand as Blue Sun: Powering the Future.

Firmware is good, and a step in the right direction for the advanceable ice archetype. It's not enough to save it single-handedly, but its a useful tool and a strong step in the right direction. Maybe we'll see a tier 1 advanceable ice deck in the future, and if we do, I expect that deck to be packing 3x of it.

I can't believe there are no reviews for this ID yet! Tennin had been one of my favorites for a long time. Tennin is a fun deck because it forces the runner to run a more aggressively than they're used to, and, given the right tools, can be used as an interesting fast-advance/never-advance deck.

Crisium Grid, Ice Wall, and Trick of Light are your best friends in this deck. Drop Crisium on HQ and R&D, and a couple of Shock!s, Shi.Kyūs into archives, and laugh as you pile up advancements on Ice Wall making truly impenetrable servers that can potentially make you money with Commercialization. When ready to score, you can Trick of Light advancements If you have any spare influence, a couple Space Camps in archives make for a nasty surprise.

What's great about the Crisium Grid, Ice Wall combo is that the pieces are only 1 influence a piece, leaving plenty of breathing room for things like Jackson.

Much like Industrial Genomics: Growing Solutions, this deck can be a ton of fun to pilot, even if it isn't the most tournament worthy.

With the addition of Early Premier, Tennin gains the ability to never-advance a 5-3 agenda. Still janky, but fun and interesting nonetheless. —
"Much like Industrial Genomics: Growing Solutions, this deck can be a ton of fun to pilot, even if it isn't the most tournament worthy." —

While this card certainly isn't universally good, there are a few situations where this card can certainly come in handy. Titanium Ribs is certainly the bee's knees vs PE, especially when comboed with I've Had Worse or Synthetic Blood. Titanium Ribs + I've Had Worse can literally save your life against Scorched Earth when they try to use Traffic Accident to dodge the IHW. These are, of course, fringe cases, and a card that's only marginally useful against a handful of identities normally isn't worth the card slot. Where TR really shines is in self damaging decks.

The most obvious combo is Amped Up and Wanton Destruction, giving you five clicks to burn the Corp's entire hand, with no chance of discarding the all-too-important Destruction. The best time to use it is when you KNOW you'll be damaging yourself often. Enter Stim Dealer. Many people don't know/realize that Stim Dealer is NOT unique, thus allowing you to gain a whole lot of clicks , and only suffer the brain damage every third turn. Since you know you'll be taking damage often, Titanium Ribs (along with some kind of hand-size increase like Cyborg Skull, Health Insurance, Japanese Paper Airplanes, or A Nice Suntan) will mitigate the consequences of this repeated damage.

It certainly isn't a card for every deck, but don't count out Gabe's Freaky Wolverine Skeleton entirely.

I've paired this with Stim Dealer. It's a fun combo. —

Accalion 4's review hits on some of MaxX's strong points (free card draw, aggression, etc) but it makes the fatal error of seeing MaxX's rapid card trash as a disadvantage. With the right deck, trashing all of your stuff can actually make your deck stronger.

Playing 3x copies of Clone Chip, Same Old Thing, Déjà Vu, and Retrieval Run turns your heap into an extension of your hand. Trash your Morning Star or Femme Fatale and then fetch it (for only 3 credits) when you need it by making a quick Retrieval Run on archives. Pull your Parasites out of the trash mid-run and destroy that troublesome ice with a Datasucker. A deck with heavy recursion and heavy redundancy mitigates the negative effects of damage, as damage is now much more likely to hit something you already have installed, or can fetch at a moment's notice. This makes cards that self-damage or trash much safer plays, so you can make an Amped Up run of Wanton Destruction, fearing not the trash of Faust or the bite of Eater.

With MaxX you can run fast, and run hard. You can throw caution to the wind and give the corp the finger while burning down both their deck and your own., and my favorite middle-finger inclusions for MaxX decks include all manner of cards that trash your own cards. Faust, Amped Up, Stim Dealer Cybernetics, Spinal Modem, etc. Tag me? How about BRAIN DAMAGE me? I'll eat the damage and keep coming on strong. You think your damage scares me? Please. I've Had Worse.

There will be a MaxX brain damage deck eventually, there has to be. The designers had to realize (probably planned) that 'MaxX Payne' would become a thing one day. —