Now that rotation is looming, this card might be a contender for decks that wish to avoid flooding their hand with any particular type of card. Jackson is gone, so we are no longer going to be able to recycle our archives to R&D as easily or frequently. The idea with this card is that you do not draw extra cards that you cannot use. You just get to select which card you are going to draw. It provides selection and you will find out that this is what you are looking for most of the time.

This effect is deceptively powerful. Because you now get to choose which of the top two to draw, you will more frequently draw the card you need now and not have surplus cards rotting in your hand like ice you cannot play, agendas you cannot score, or a combo of operations and/or assets that you do not have the time for currently. This effect is however not perfect, because you will occasionally draw two cards that you want both copies of.

There are also three small bonuses that are less well-known: This card breaks R&D lock if there is no multi-access in place. And: Because you will cycle faster through your deck, you do not need to include as many copies of a card as before in order to retain the same amount of access to that card. This frees up deck space. Finally, as stated by jrp: This effect triggers on both turns, so you can really get your value if you also draw a card on the runner's turn (Eli 2.0, Errand Boy, Tapestry, Advanced Concept Hopper...).

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A rather weak grid. The issue with it is that is states that you only get the 1 for rezzing something IN the server. This means it only works with assets, upgrades and agendas. It doesn't do anything with weyland's ice that can be advanced. The second limitation is that it only fires once per turn. This is fair, but it means we are looking at a variation on a PAD Campaign. And its comparison isn't all that rosy: It is less reliable than Pad Campaign when it comes to money generation. You would need something to advance and do it every turn. It is however harder to trash.

It is worse than a PAD Campaign, which on its own just a fine economy card. So why bother, right?

Well, Tennin Institute: The Secrets Within was also in this expansion. Note that this card works with Tennin's unique ability. If no successful run was made on the runner's turn, then you will get to put one advancement on a card in the neotokyo grid server. In the worst case scenario, you will place it on the grid itself. Even so, the runner will get through some of the time, so that is worse than a PAD Campaign. The only benefit is that you might have some advancement tokens floating in your server. If they are not on an agenda, you could potentially use this with a Trick of Light to fast advance an agenda.

For the true jankmeisters amongst us, you could earn back the money spent on a Matrix Analyzer's encounter effect. Not spectacular still, but it's at least something to redeem this card.

All in all, it is for tennin specifically a weird upgrade version of a pad campaign that is less efficient.

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Anson Rose is probably the most reliable way to trigger the effect. Not great, but if you have Anson anyway it's a way to get an extra credit per turn. —
Good catch Silv —
Indeed! While I do not think you want an asset in your neotokyo grid server ideally, you could theoretically play an ice suite of 3x ice wall, 2x hortum, 2x colossus and 2x anson rose. You'll have spent 13 influence but it is possible. Maybe I'll build a janky deck for this. All for that sweet Anson Rose money and trick of light shenanigans. —

This card is a variation on the old Minelayer, but it plays a lot like Architect. Like Minelayer, it is only useful in a deck running a lot of ice. Firing both subroutines and placing ice is very important to its success. This success is two-fold:

  1. The two subroutines can make really deep servers and make this economical. If its own server and the other server we are installing in only has one ice, you are gaining 2 and 2 of economy in doing so. If we count its install cost plus click to install and click to draw, this makes this ice break-even the first time it fires. The second time that it fires we are gaining 4 and 2, which makes it more economical and all but the most extreme economy cards. The deeper your servers, the better this effect becomes.

  2. The second subroutine does what we always wanted minelayer to do: install closer to the server than itself. This change makes this way more powerful. This ice doesn't just build. It protects in the run it fires in! You get to install an end the run ice, or something really spiky. You do this knowing how much money the runner has and which ice he can and cannot break.

There are other minor benefits to this as well: It makes postitional ice easier to play. This could help in building that deadly Cell Portal server.

It also has some drawbacks: You need to play tons of ice before you can consider this card, because we are installing from HQ here. With no ice in HQ, this card is blank, though I often find ice piling up in my hand anyway. Also, it is weak to Yog.0, but then again it costs a fraction of that card.

It is at home in glacier decks like NEXT Design: Guarding the Net if they can afford the influence. It works well in any glacier jinteki ID, like Tennin Institute: The Secrets Within, Pālanā Agroplex or especially Jinteki: Replicating Perfection.

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Two words. EDGE OF WORLD. Too bad its rotating, soon. —
Fun fact: This is the first __Observer__ that is not also a __Sentry__ and a __Tracer__ and the second one that doesn't tag the runner. I have absolutely no idea where this subtype is going... —
Combine with mum or amazon. —
Everyone posting is ignoring the elephant in the room--the fact that sadly, this card will almost never fire, and certainly will not fire more than once per game in all but the most abnormal circumstances. —
Well, I consider it a win if they break this every time. That's not a bad tax at all from a 2 rez piece of ice. Anyways, I'd like to point out that this works well with MTI Mkwundu as an opener. Also gross with Estelle moon. —