Is Gagarin purely janky silliness, or is there a legitimate reason to play it over Blue Sun and Titan Transnational? It can't go big like Blue Sun, and it can't go fast like Titan, but it can tax the living hell out of the runner. Played correctly (with plenty of econ assets to spam on remotes), Gagarin is designed to give you a edge over the runner. For a Corp player, leveraging an economic advantage means:

Gagarin doesn't tax the runner if they don't run on remotes, so to take advantage of the ability, you want central servers that are dangerous or brutally taxing, and remotes that are just barely enticing enough to run on - that means not too much ICE, and assets that are just good enough to be worth running on and trashing.

Some cards that work great with this strategy:

  • Paywall Implementation - every remote run becomes a 2 swing before even factoring in costs (also mitigates the swing loss from Desperado / Security Testing)
  • NAPD Contract - 5's to access and steal, baby
  • PAD Campaign - 5's to access and (6 swing with Paywall up) is just nasty for an early runner still setting up their own board
  • Launch Campaign - 3's to access and (4-swing with Paywall up) means this a nearly guaranteed 5 profit (yes, that's Restructure-levels of duckets) or a really annoyed runner
  • Tour Guide - great new piece of ICE that directly punishes the runner if they decide they don't want to play your remote-tax game

Because the runner always has to pay the tax if they want to access, Gagarin has a minor consolation against anti-asset cards like Whizzard: Master Gamer, Scrubber, and Imp. It can also be situationally useful against Film Critic or Faust decks that run on very lean economy.

Also, you can throw in (multiple) Toshiyuki Sakai for shenanegans. (Oh, you pay 1 to access? Swap. Do you want to try again? Oh, you pay 1 to access? Swap. Do you want to try again?...) —
You've just given me something else to do on my Netrunner bucket list! —

In addition to drawing attention to the amazing art and flavor of this card, I'd like to provide a slightly more comprehensive look at how to treat your QT right. The problem with Quality Time is that after paying its relatively high credit cost, you are left with a gigantic hand of cards that you have neither the s nor the s to play/install.

She wants your time:

She wants your money:

Without the proper support, your Quality Time will rot in your hand while you click for the credits to actually use it effectively (or worse, you'll use it too soon and then be forced to trash the shiny stuff you drew). Even having strong econ isn't always enough, as 4xclicking a Magnum Opus, followed by Quality Time and its subsequent installs, means 2-3 whole turns before you actually do anything. Not sexy at all.

The third burgeoning category is "She wants your cards." Right now, that's primarily Faust, but there are a trickle of cards coming that are powered by discarding cards. Click 1: QT. Click 2-4, run run run! —
[Public Support](http://netrunnerdb.com/en/card/08117) could certainly help the card side of this equation. And yes commitment to proper setup is key if this card is going to be included. —
^ I think you mean Public Sympathy. —

Thematically, this is THE quintessential Weyland card. Once you've pissed off the most powerful corporation on the planet, it's only a matter of minutes before they'll have a black ops team scaling the side of your high-rise to murder you.

Is it playable? Certainly, but it is a combo card that does nothing by itself - this murder squad needs a support team of tech nerds to tag their targets for them (much like Private Security Force). Its ability will not work if it's not rezzed, so once the runner is tagged and DRT is faceup, you can be sure at least one of those things is going to be addressed immediately. With the exception of a literal tag storm, you can't stop the runner from clearing their tags before they run.

The best way to get DRT to actually fire successfully is to tag the runner mid-run, when they can't untag themselves. Enter Step 4.3 of the run, your new best friend. A prompt that is often tacitly ignored, step 4.3 is a rez/paid ability window that occurs after the runner has decided to access the server itself (after any/all ICE), but before the run is considered "successful". If you rez a card in this window, the runner cannot jack out in response to it. Also remember that DRT's effect happens AFTER THE RUN IS OVER, so any tag they take during the access WILL activate DRT. Here are some suggestions:

  1. Snare! is by far the best combo card with DRT. If they hit it with DRT rezzed, they're immediately taking 3 net damage, 2 meat damage, and a tag. If this doesn't straight up flatline them, it will set them back tremendously (and probably make them run much more slowly and cautiously in future turns).
    • Unfortunately, you cannot rez DRT in response to them accessing the Snare - you have to do it in step 4.3 (or earlier). This is fine if you have Snare installed in a remote, but if it's in a central server (as it usually is), then rezzing DRT in preparation is kind of a crap shoot. Large multi-access cards may increase its viability here, especially Legwork and the infamous Gang Sign/HQ Interface combo.
  2. TGTBT gives a tag on access, so like Snare, if you know they're going to be hitting it, rez the DRT before access. Unlike Snare, TGTBT's tag will fire in archives, giving you a surprisingly rare non-Jinteki archives trap (and with a Jackson Howard down as well, you have a lot of flexibility with when to fire it).
  3. Data Raven is guaranteed to place a tag on the runner if they ever want to complete a run on the server it's protecting, making it an extremely reliable way to get mid-run tags off.

Plenty of other ICE have trace--->tag subroutines, but because there are so many ways around them, your mileage may vary. Some other notes:

  • When including it in your deck, the main considerations are probably:
    • Geeze that's a lot of influence. Can I fit it in anything other than Weyland IDs and Near-Earth Hub?
    • How effectively/consistently can I tag the runner (especially in the middle of a run)?
    • Can I actually protect it once it's installed? This could mean ICE, increased costs and penalties, or just making asset trashing unattractive/unsustainable for some other reason.
  • Argus Security: Protection Guaranteed's ability (if the runner chooses "tag") will trigger DRT, since the tag is taken when the agenda is stolen (which is before the run technically ends). Runners commonly opt for the tag instead of the meat damage, and just pay it off on their next . Now their choice is "Take 2 meat damage" or "Take 2 meat damage. And a tag." Yeah, Argus is fun.
  • Dedicated Response Team stacks. That means you can potentially "surprise" the runner with 6 meat damage (the 3 installed DRTs may not be a surprise, but the mid-run tag could be!)
  • If the runner is tagged and runs on DRT to trash it, the ability does not fire (because it gets trashed before the run is fully ended). The two other ones you have rezzed will work just fine, though.
  • Femme Fatale and Inside Job can bypass Data Raven without taking a tag. Fortunately for you, they cannot bypass two Data Ravens.
  • Pajama Lady, Photoshop, Porn Computer, and Motorcycle can all frustrate your mid-run tagging strategy.
Also City Hall, ruins it for two credits. —
DRT wouldn't fire off of Gang Sign since it's not a run. —
Awesome Review. DRT is definitely stronger post-D&D as well, with News Team more likely to give negative pts, Sync making tagstorm stronger, and Casting Call turning agendas into Fetal AI. —
There are many resources which can neuter DRT, but thankfully there's Corporate Town for that. Mix well with Argus and you have a recipe for destruction. —
Combos perfectly with Prisec. Runner takes a tag and point of meat on access, successful run ends, DRT swoops in for another two points of meat. Very punishing if you ask me. —

This card is beginning to see a lot of play, especially combo'd with Leela Patel: Trained Pragmatist and HQ Interface. If you cannot get your agendas out of your hand (eg. into archives with a Jackson Howard ready), scoring one out on the board can cause a catastrophic chain of events (Leela bounce, HQ access, agenda steal, Leela Bounce again). That's at least two unrezzed cards flipped into your hand, not to mention the agenda she steals. Even if you scored the agenda after your 2nd instead of your 3rd, that can still leave your board in a miserable state, opening you up to further brutality when the runner's turn begins.

Like Valencia's Blackmail, NBN's Astro Train, or Wayland's Scorched Earth, this is a card devestating enough that it's worth specifically preparing for it if it's in your meta.

Some suggestions:

  • Snare, straight up. This card gets splashed around a lot anyway - Gang Sign just makes it more attractive. Get it in your hand and keep it there.
    • If you're playing Wayland, you can use an Atlas Counter to pull Snare! into your hand right before you score another agenda
    • Use Executive Boot Camp (already a useful meta-call card for Valencia) to pull the Snare! into your hand right before you score the agenda
  • Shock, in your hand, all day. Similar to Snare, but -free and less effective. Also costs 2 to , so it may be a repeat customer
  • If you're playing a Jinteki identity, keep a Fetal AI handy
  • Shi.Kyū (make them lose an agenda point when you score an agenda!)
  • Foxfire to trash it (hopefully they aren't also running Fall Guys)

The fun thing about Gang Sign (for the corp) is that once it's installed, the runner doesn't have a choice. They're slamming into your HQ whether they like it or not. A smart runner may smell the beat-down coming, and choose not to install it in the first place, but once it's down, they're in trouble.

Runners, if you're playing Gang Sign, seriously consider playing Feedback Filter as well. You'll notice the common theme of all the above suggestions is that they all do net damage. It's expensive, but only when you actually need to use it (which probably isn't often). If you install Gang Sign when you shouldn't have, an Aesop's Pawnshop can be a life-saver.

Hmmmm If you score 1st or 2nd click and they hit a snare you can follow up immediately with a Scorched Earth for (possibly) the game. —
Just wanted to add to the suggestion list: Strongbox (probably not good enough for a splash, but for HB it shuts this nonsense down hard) —

Due to the high rez and cost, this is a card that needs a significant amount of support to work properly. However, if you can build a deck that allows it to fire at least once, you can make some massive plays. Here's some of the magic that comes out of Eliza's Toybox:

The standard way to play this card is to install it and leave it unrezzed for a turn (preferably behind a piece of ICE or two) and then flip and use it at the beginning of your next turn (much like a Melange Mining Corp). There are some possible shortcuts, though. Here's a few:

You still take bad pub. It is a rez effect, not a cost. —
Thanks, I'll fix that —