IMO, this is a prime example of a well-designed card that doesn't cost nearly enough and therefore ends up being a bit too powerful.

3 credits for a 2 MU console is amazing value at the worst of times. Except this only costs 2 credits, because Keiko triggers itself on install. No other card in the game gives you two unconditional MU for such a low price. Compare to CyberSolutions Mem Chip.

But, I hear you say, that isn't comparable. Keiko takes up a console slot. Fair. So let's take a look at the ability. A 1 credit drip every time you install or "use" a companion. Easy enough to reliably trigger every turn. There are several companions out already, most considered pretty strong.

A one credit drip isn't super broken, but in combination with a 2-MU console which costs two to install, I think it is slightly above the curve. Anarchs who like to be filthy rich and need MU for programs like Stargate will definitely consider this. Especially considering the lack of tempo loss compared to a card like Maw. Maybe Keiko should have kept its cost and been 1 MU instead? I don't know. I just know this feels a bit wrong to me.

808
<p>I agree. I am not sure if it does refund a credit, may need a ruling on that, but even at 3 it's a push. Compare it to Paragon. 3 cost. Keiko has one more MU. Both have a way to make a buck each turn, but Keiko doesn't involve interacting with the corp. Just free money. Paragon may offer the deck peek as a bonus, but really, that's nothing compared to an MU, in terms of general power.</p> —
<p>I can see the Smoke over the horizon already, lol.</p> —
<p>It has been confirmed by Nisei on Facebook it triggers itself.</p> —
<p>Did NISEI think that <a href="/en/card/26070">Keiko</a> would force you to too much into a pre-defined companions template? There's just so few downsides to the console. Supporters of this card's power level are far and few. I wouldn't be shocked to see this end up as Removed soon.</p> —

Akhet is the newest "7 Wonders ice" (see also Hortum and Colossus) and looks like it will be a popular barrier for Weyland.

Three credits for a 2 sub barrier that etr is decent enough value as is. But at 5 strength this card becomes very expensive very fast. The "only one sub can be broken" clause (like on Afshar) makes it incredibly annoying to deal with unless it is bypassed. Giving the corp money and an advancement counter is nothing to sneeze at, especially since this combos perfectly with Builder of Nations. SSO will also love this card, since they can immediately bring it up to triple advanced with their ability.

Very solid card, one to watch out for.

808
Don't forget Mausolus in there too! Akhet brings the total number of Wonders Ice to 4. —

Although this card will obviously be compared to Scrubber, both due its similar effect and identical cost, it is actually a very different beast.

Scrubber, with its 2 recurring credits, is slow and methodical. It takes a minimum of 3 turns for you to make a profit off installing it. You get to snipe an asset here, a Rashida there, or make an expensive but important trash (like Crisium Grid or Lady Liberty) a bit less painful. If you find Scrubber early, it will serve you well for the entire game and unless your opponent only has operations, it will never be a dead card.

Miss Bones on the other hand is more about instant gratification. She gives you 12 immediate credits, no questions asked, go nuts. While you can save them up over the course of a game, often you may want to spend an entire turn completely dismanting the corp's shit, especially against ID's like CTM or IG. Twelve credits is A LOT, and will trash a good deal of corp installs.

But that is about all this resource does. Because Scrubber also works on cards found in HQ and R&D, it has more universal value. Miss Bones is a more specific counter to horizontal decks. She is also 2 influence, which is why she is unlikely to be found out of faction. If I were to play criminal at a high-end tournament, I would definitely consider slotting one of two copies. When Miss Bones delivers, she Delivers.

808

Together with Door to Door, this is thematically my favorite card in the game. I love the idea of the corp just cutting loose and going after the runner in meat space, with no regard for public opinion. The art on this is visceral and it feels excessively Weyland.

As far as the card itself, it is good but not amazing. 4-2's are hard to score, so they need to have a game warping effect. And unless you are The Outfit, this won't give you a ton of value. It's too slow for Argus and also has to contend with a strong agenda suite.

In The Outfit it is nice because it will refund you 3 credits on scoring and you are more likely to have a lot of bp early in the game. Doing 2 meat damage here is more of a way to hit the runner's tempo than to actual kill them. Although theoretically scoring 3 of these is almost definitely fatal. Good luck with that though.

808
SIU

SIU

This is one of those cards I just looked at when it got spoiled and went "... Christ, what were they thinking". And many others thought the same.

The act of tagging a runner has always been an interesting process. Text on corp tag cards varies wildly, but with very few exceptions (a Data Raven counter is the only one I can think off atm) they always require the runner to have initiated a run and/or to have dealt with an agenda. In that sense there has always been an interesting choice in runner vs tag corp matches. You can sit back safely and risk he corp scoring out, or you run knowing you could get tagged, with all the misery that entails.

SIU turns that dichotomy on its head by making waiting just as dangerous as running. If the trace is successful, the runner is tagged, runs be damned. The only restriction is having it survive on the board for a turn, which is easy to do unless the runner checks every card. A gargantuan and perilous task vs many asset spam decks, which is where this usually finds a home in. And after the runner is tagged, the corp has 3 clicks left to do nasty things with, not the usual 2 after they successfully fire SEA Source.

Sure, if the runner finds this in R&D or HQ it is trivial to trash. And yeah, the unfront credit cost is not totally insignificant. But the decks that use SIU (Gagarin and CTM come to mind) usually have no lack of funds. It is a win con on its own and one that forces runners to make unintelligent plays that go against what I think is fun about Netrunner.

I was happy when this card got restricted and I wouldn't be sad to see it go again.

808