This card suggests a cool concept for a design space of scaling tag punishment cards. Unfortunately, Market Forces is never the best option.

  • If the runner has no tags: Predictive Planogram is usually played on zero tags and Best Defense can target 0-cost cards (most usefully a Progenitor hosting Hivemind, a Misdirection, No One Home, and Tapwrm).
  • If they're on 1 tag: Exchange of Information is usually the most valuable option. For economic gain, a 1-tag Predictive Planogram (+$3 to Corp, +3 optional cards) is usually stronger than a 1-tag Market Forces ($3 to Corp, -$3 to Runner).
  • If they're on 2+ tags: BOOM! is usually game-winning. In-faction, Exchange of Information and Psychographics are more likely to be game-winning than a 2-tag Market Forces.

In every scenario, there is a much better option than a 6 credit swing per tag.

As long as cards which can reliably win at 2 tags exist, it's hard to create a use-case for a scaling card like Market Forces unless it has some effect at 0 tags. I hope that we eventually get a tag-optional version of this card like "The Corp takes $2 from the runner, plus $2 for each tag". This has more utility at 0-1 tags than the current Market Forces and is less likely to instantly bankrupt a wealthy runner on many tags. If this new card had a cost of $1, it'd be similar in impact at 0-1 tags to Predictive Planogram, which is strong enough to play in a variety of situations without creating balance problems or gutting any runner archetypes.

Exceptionally strong. Against a deck that is mainly using 5/3 agendas, you only need to steal 2 agendas rather than 3. Against a deck mainly using 2 point agendas, you need to steal 3 agendas rather than 4. It's extremely strong against decks running mostly 5/3s, and it's unbanned with the return of Azmari, an ID that frequently uses six 3-point agendas.

Unlike other artificial agendas, Mad Dash is very easy to use. Notoriety requires 3 successful runs on central servers and Freedom Through Equality costed $3. For corps, Echo Chamber costs $4 and 4 actions and Gene Splicer costs $5 and 5 actions. Mad Dash costs $0, 0 influence, and 0 actions beyond the run you were already going to make. Mad Dash's only limitation is that you should be fairly confident that you know where an agenda is and are able to score it. In decks running Stargate or Imp or Falsified Credentials or Find the Truth or Turning Wheel, that's usually a resolvable issue. Corps now have slightly more counterplay against this than when Mad Dash was banned (e.g. Spin Doctor can protect archives and stronger upgrades can protect scoring remotes), so if you do know where an agenda is, it's slightly harder to guarantee that you can score it. However, this is still a very reliable extra-point, and overall one of the most powerful $0 cards ever printed. (Just south of the "how did this get past playtesting?" tier of Crowdfunding and Sensie Actors Union).

This effect fits in well into almost any runner deck that plans on scoring out, except for decks which mainly run with run-events (e.g. Khusyuk decks).

This is probably intended as a balance against decks that use 6 3-point agendas, but there's a lot of collateral damage on most other corp decks as well.

This is a really good card. If you're 1 agenda away from winning, Stargate is usually one of the most reliable ways to find it. If they're having trouble drawing ice (or you've recently used Apocalypse), Stargate is great for keeping them crippled and trashing upcoming counterplay. Stargate also bypasses traps/upgrades that fire on access (e.g. Snare! / Prisec / Ganked) and provides useful intelligence about upcoming corp options. Lastly, in CTM matchups, Stargate allows you to trash key cards without incurring a CTM tag.

2 MU and $4 are a big commitment, but this is so much more efficient than running for individual accesses that it'll see a lot of use. In-faction, Keiko pairs really well for cheap MU along with weird animal tagalongs that make running every turn more economically sustainable.

Unlike its ancestor Keyhole, it doesn't shuffle the deck and can only be used once per turn.

"Problem solved" is a clever flavor text for a card which needed a reprinting to remove the Connection subtype. (Every other Connection is a runner card, and Corporate Troubleshooter's connection status led to bizarre situations where a connection becomes a MCA Informant. MCA Informants gain a self-trashing ability which can only be used by the connection's owner. Recommendation to game designers: first, pay more attention to subtype templating. Second, if something does slip through, it's probably better to errata quickly rather than allow unintended plays for which cards have not been designed).

Props to the artist here for coming up with arguably the first slick example of eccentric-looking character design which fits a company where suits are common.

This will probably fire most turns. If the corp isn't gaining credits through some ability or another, they're probably losing. Worst case scenario, one of these drawn early will cost the corp a click and 3 credits, so this is an effective tactic for delaying corp plans about as much a reverse Hedge Fund.

If you see one of these early, playing it is usually part of the best turn available. Late game, it's less valuable, but still probably valuable enough to play.

If the corp lets Pad Taps survive (probably because they are financially strapped or because the end is in sight), every money-gaining option gets less appealing. Every "the corp gains $1" subroutine becomes a potential liability. In case Tithe wasn't hurting enough, now it's a double agent for the runner.

The flavor text doesn't fit the story very well. Unless the corps are a lot more forgiving and/or incompetent than we've been led to believe by every other card, it'd be odd if corporate employees were blase about doing something which might get them murdered. If a company has dedicated response teams, kill teams, contract killers, secrets punishable by death, cricket-bat psychos, yakuza on speed-dial, or seppuku at gunpoint, it's probably a very unusual employee who doesn't care whether the security department thinks he's a problem. Most of the other corporate characters with major individualistic streaks usually have a more interesting explanation than incompetence (e.g. Exile's grief or Emelyov's warlike nature or Cortes' megalomania). Also, if corporations have taken over most of the universe and are supposed to feel threatening, it should take more to fool them than getting a haircut.