With Prepaid VoicePAD gone, this card still isn't great. It's only really viable in run-event heavy decks (i.e. Ken decks).

However, now that Account Siphon costs 1, I have found myself occasionally filling the last one of two slots in a deck with this card (after including Bankroll and often Paragon of course)

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It's Account Siphon again, what more do you want to know?

The additional cost of a click and a credit to play, plus the full 5 influence it now costs makes this a criminal card through and through, and without the tag "drawback" it lacks the synergy with Counter Surveillance decks.

Honestly though this is just a much better, balanced version of Account Siphon. It still does the most criminal act there is: directly stealing money from the corp, but with less of an economic swing, and the implied cost of having to remove tags has been converted into a simple extra click. There's not really much else to say. It's a good corp-manipulating, economic card. If you were around pre-rotation you already know this. Otherwise, you're about to find out why you always defend HQ turn 1 against criminals.

Some notable interactions:

Gabe: As is tradition.

The Shadow Net: For every agenda and Fan Site in your score area you get to play one of these like old times.

Ixodidae and Amina: Draw every last credit you can out of the corp.

Comet: Play 2 for 3 clicks.

Encore: If you can pull it off, you get a whole turn to play two of these babies.

Same Old Thing, Trope, Levy: Someone make this happen again.

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It's not exactly Account Siphon again, it's Account Siphon done right. ;-) —

I've really grown as a person since I wrote this review.

I've been playing around with Laamb since it was released and found it to be quite the good fracter, so imagine my surprise when I discovered it's not Paperclip.

There is currently no piece of ICE in the game with a strength greater than 8 (RIP Wotan), so with Laamb you can get used to paying for ICE with 2, 5, or 7, depending on whether the ICE is a barrier and if it has a strength greater than 2.

As a support breaker, it's fantastic. It's pretty much an AI without all the hate. Get this bad boy out early and you can contest any single-ICE'd server as long as you have 7 in the bank. Mid-to-late game and you don't have to worry about any pesky traps or other shenanigans.

That's less interesting, I think, than having Laamb as your only breaker. Unlike it's counterpart Engolo, this one can let you surf through any ICE protecting a server for 2 a piece. That's right, pile on the economy and make one beautiful glory run each turn. With the right set up, you can start making a profit on the weaker servers.

Oh yeah, and Wall of Static sucks.

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If i advance Changeling, via paid ability, assuming that runner has priority and applies double barrier, does the “looses barrier” effect activate ? —
That's one hell of a janky question lol. I'm inclined to say yes, Laamb's ability would fizzle since Changeling has a perpetual condition on it as opposed to an on-encounter effect. —
Changeling has the subtype "Barrier" to begin with. Advancing it via paid ability removes the innate "Barrier" subtype and replaces it with "Sentry". There's no limit to the number of subtypes a piece of ice can have, so if the runner has applied (or indeed subsequently applies) "Barrier" as a subtype via Laamb's ability, then Changling will have either Subtype: Barrier AND Sentry (odd # of advancements) or Barrier AND Barrier (even # of advancements). In either case, Laamb would be able to interact. —
What ruling sets the precedent for that though? Why doesn't Changeling lose the "barrier" it gains from Laamb's ability as well? It seems like the condition is just "while Changeling has an odd # of advancements" which seems perpetual. The question could definitely use a UFAQ ruling. —
Checked the UFAQ rules on "Gaining and Losing Subtypes" where it notes a running total of subtypes should be kept. So in this case, Changeling would start with +1 Barrier, then have +1 Sentry/-1 Barrier (after advancement) then Laamb would give it +1 Barrier. Contrary to what I said yesterday, Laamb WOULD work and Changeling would become a sentry/barrier until the end of the encounter. —
But wouldn’t Laamb addition happen first since is the runner turn. My ruling would be having Changeling start with +barrier, Laamb apply +barrier and after advancement become -2 barrier +sentry. Or so i hope :) —
Changeling doesn't say "lose all instances of barrier" just "loses barrier" so it's probably safe to assume that it's only -1 barrier. —

The official FAQ now states that Standoff only allows players to trash their own cards (FAQ 4.1). So suddenly this agenda becomes much less about kicking down each other's sandcastles until someone chickens out, and more about how much the runner doesn't want you to gain a Green Level Clearance.

The runner probably doesn't care too much if you gain a Green Level Clearance.

This agenda is now a lot more like Hostile Takeover in that it gives you a reimbursement for spending an entire turn scoring it, except it doesn't get you points and if the runner has dead cards installed you'll have to fight for it.

It's still good forfeiting fodder, or Hunter Seeker fuel, but it's lost a fair amount of interest otherwise.

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Thank god, they hose the ruling that makes sense! —
Can we delete the UFAQ ruling? It is out of date and confusing because it directly contradicts the current errata. —

Now that Friends in High Places has been officially removed from play (MWL 2.0), this card makes a lot more sense.

To consider the value of corp recursion, it helps to compare it to its core counterpart, Archived Memories, which I think set a pretty good precedent for getting stuff out of archives.

Archived Memories - For a click and a card with two influence, you get to add a trashed card directly back to HQ.

Let's compare that to one of Jackson's post-rotation replacements, Preemptive Action:

Preemptive Action - As your last action of the turn, you may spend a click to recur three cards from archives, but must tutor or draw them again naturally to get them back into HQ.

Overall, similar prices with slightly different uses. Outside of HB, Preemptive Action is probably an easier choice.

FiHP - As your last action of the turn, you may spend a click, two credits, and a card with one influence to recur two cards from archives and install them.

To achieve the same thing with Archived Memories you'd have to have two copies (potentially costing 4 times the influence), play both, then spend two more clicks installing them. The cost for saving three clicks, three influence, and a card slot? Two credits.

But let's not dwell on that.

Restore - For a click, a credit (plus the installed card's rez cost), and a card with three influence, you may recur a single card, install it, and you must rez it.

To achieve the same thing with Archived Memories, you'd have to spend a click and a card, and then another click to install the new card (rezzing it whenever you need to).

Effectively, assuming you intend to rez the installed card, you are spending a credit (and maybe an extra influence) to compress two clicks into one. (Also, the more copies of said card in archives, the less often you can do this)

In general, that's not a good deal, but if you really need assets, upgrades, or ice back fast, this will do the job. It's exactly what FiHP should have been all along.

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Archived Memories' main purpose imho is getting back _Operations_. Best example: spending 3 clicks, 1 Archived Memories and 1 copy of Neural EMP to fire Neural EMP twice. —