Junk-tier, but really fun to play and to play against.

In power level, it is worse than the already lousy Nova. The "one copy only" restriction hits Ampere harder than Nova. The most important runner imports are often breakers, consoles and maybe other programs which could function well on a single copy. Second and third copies of these cards can help ensure you draw a copy quickly but are otherwise dead draws in most matchups. In contrast, the marginal value of some corp cards increases with additional copies. If you have multiple copies of Spin Doctor, it's not a major setback if one gets trashed because Doctor #2 or #3 can recur it. Cards which require planning/support like AR-Enhanced Security might be hard to justify on a single copy. Draining cards like Obokata get more taxing with additional copies. If Jinteki could, they would probably want to slot 7 Obokatas. (Or 20 Stings, heh).

What corps don't have is a ton of high-influence cards like Paperclip or Bukhgalter or Endurance that are clearly superior and would be used widely if influence were not an issue. And most of the clearly superior corp cards are either ice or economic assets, neither one of which work as well on a single copy.

So, what does this mean for Ampere?

  • Ampere is extraordinarily inconsistent and vulnerable to RND. If they trash your one Spin Doctor, you likely have no other good recursion in your deck.
  • Your long-term economic situation is dire. Your economy options likely consist of like 4 high-value assets (Rashida, Daily Quest, Wall to Wall, Regolith Mining License) and a slew of low/medium impact operations. If you can't find one of your ~4 key economic cards your first several turns will be grim but remember, they don't know right away if your nuclear silos are loaded and most runners will take unrezzed ice/upgrades from Ampere very seriously. (They will not, however, generally respect unguarded servers. You don't have a defensive identity ability like CTM and can't build well around post-run punishment like Hard-Hitting News).
  • Deckbuilding: your pool of ice is unusually strong at low numbers. You can put together 8-10 elite ice easily. If you're thinking like 13-15 ice, you either have to look at mediocre ice like Eli 1.0 (which feels like not enough deckbuilding value in most cases) or exotic sucker-punches like Saisentan and Tyr which are inefficient but could gut a runner that can't know what to expect.
  • Your upgrade game is elite. A ton of runner value comes from planning and executing run events, which is much harder for a runner that doesn't know what the defensive upgrades look like and is scared to spend the money to find out. If the corp is poor, the worst-case scenario for an unknown upgrade is short-term usually worse for the runner than for an unknown ice. Whatever the runner is planning for this turn, it's hard to work around an upgrade which could be Anoetic Void or Mamegarm or Ganked or some exotic blast like Mwanza or NATO City.
  • Your tag-and-bag game is extraordinarily weak. One copy of Boom plus weak recursion, 0-1 copies of kill-supporting agendas, rough. The worse it is, the harder it is to see coming and the more I'm compelled to try it. Tag and bag is the ultimate Champere move. If you land a kill with Meteor Mining, please let me know.
  • Horizontal play is not viable without a supporting identity ability. Ampere will never have a shot at doing this well because any card pool where Ampere *could* be good at wide play would make identities like NEH or CTM wildly powerful. (Also, these factions can run 3x copies of key assets and multiple copies of AR-Enhanced Security).
  • Your agendas are high-value but unlikely to work effectively with each other or most of the cards in your deck. Obokata is great in a Jinteki deck where most of their cards pile on net damage or benefit from a low hand size. It's still a tempo hit to the runner and a good defensive agenda in Ampere but it probably won't be vastly better than a Degree Mill. I am experimenting with sucker-punch agendas like Regenesis and Meteor Mining and they are WILD in Champere.
  • Your fast-advance game is weaker than Weyland's, but Ampere is probably the closest to viable in fast-advance. You'll miss having multiple copies of Hostile Takeover and Audacity but at least you can substitute with inferior 2/1s. Outside of 2/1s, your agendas won't be much *worse* than Weyland's but they will be *bigger*. A 40-card Weyland identity only needs to run one agenda outside of 3/2s and 2/1s. In Ampere, assuming you're slotting exclusively 3/2s and at least two 2/1s from the major factions, you will have 6 points of neutral agendas which all come in awkward sizes. Getting forced to slot like a third of your agenda points in hard-to-score sizes is probably not ideal for FA. You'll miss having an identity ability, but it might not matter as much in FA as it does elsewhere. Your "ability" to pull out strange and unexpected cards might produce early-game value before the runner has an idea what your opening ice look like. Embrace sucker punches like Saisentan and go for it.

Keeling is a solid win condition and run-forcing card. This gets played in HB even at 4 influence. On paper Keeling LOOKS slow. She's not, she immediately makes running elsewhere more difficult. On a max hand-size of 3 or less, Snare/Obokata/Sting are more likely to hit high-priority targets and the runner might not have enough time to fully restock on cards lost. On an accelerated tempo and a decreased hand size, hard-to-avoid damage cards like Anemone and Hokusai are harder to recover from and possibly even lethal.

Keeling gives the runner 4 turns (rezzed) before she straight-up kills them. Usually she's contributing to your victory in other ways, like pushing the runner to drain their economy and card-pool to trash her, or pushing the runner into risky runs elsewhere on a reduced hand size.

Pinhole Threading is great counterplay, but it's easier for a corp to recur Keeling than it is for the runner to recur Pinhole. If you're playing runner and you see a Restore or Warroid Trackers, their deck probably has Keeling. (Warroid Trackers is cost-effective punishment for Pinhole Threading and Keeling is one of the few cards which produces enough value that Restore might be worth considering).

...

"Her numbers never lie, but she doesn't write the words that accompany them." This is standard academia, the grad students do the writing. Most senior academics work in nicer offices than the broom closet at the county morgue, though.

a fun trick to pull with this : use Divert Power to derez it and then Rez it back again, now you just added a counter to it, making the doom clock shorter by one turn!

Nova is a more promising take on influence-based identities than Custom Biotics or The Professor in fun and utility. It doesn't hold up well against standard identities and probably isn't enough of a mixup of gameplay to be as fun as Ampere if you're only playing other singleton decks.

"Infinite influence but only 1 of each card" might be weaker than "15 influence but up to 3 copies", and is certainly much weaker than "15 influence and an actual identity ability."

Secondarily, the inability to run multiple copies of key low-influence cards could make some major matchups really hard to play. Think Pinhole Threading... playing against a Keeling or Drago deck with one Pinhole Threading and no identity ability feels misbalanced. Theoretically a Nova could try using lesser tools (e.g. Inside Job or Boomerang), but so can everyone else, and they get more identity value to make lesser tools work.

Some differences between Ampere and Nova:

  • Nova might generate value from being able to pull out unexpected run events, but this probably isn't as intimidating as the Ampere chaos screen.
  • Runners have many more options for card draw and reducing variability.
  • Your breaker suite will probably not be much better than runners already on a Bukhgalter and Paperclip, whereas Ampere's ice/upgrades are (somewhat) better and (vastly) different than most corps have access to. Nova's ability to run generically good events is more exciting than Ampere operations.


You're likely losing access to extra copies of Pinhole Threading and Dirty Laundry and Overclock but gaining a lot of cards which are generically efficient.

Events: Diversion of Funds, Chatushka, Emergent Creativity. I think Maker's Eye, Divide and Conquer, and Legwork can situationally be efficient. I'm partial to rarely used value cards like Emergency Shutdown, Mining Accident, Insight, Exploit, Khusyuk, White Hat, and Black Hat. You'll probably also be running a bunch of generic economy events, including some stuff you wouldn't need to (or want to) play in standard identities.

Non-console hardware: Hippo, Time Bomb, and Docklands Pass are really efficient and broadly useful. Depending on your setup, I'd also look at Boomerang, Zenit Chip, Simulchip, DZMZ Optimizer, Gebreselassie, and Dedicated Processor.

Resources: Logic Bomb and Find the Truth have a lot of upside. I like Trickster Taka and secondarily Paladin Poemu. Situationally, Neutralize All Threats, Safety First, maybe Beth Kilrain-Chang.

Non-breaker programs: Cezve, K2CP Turbine, Consume, Fermenter, and Tapwrm are broadly efficient uses of an MU. More situationally, I think Equivocation, World Tree, Conduit, Botulus, Stargate and Multithreader could be really good. If you're not on a lot of viruses and have spare MU, Tranquilizer's value over time is decent.

I think Nova's biggest issue is not getting printed with at least a minor ability. For example "After drawing your opening hand, pick two cards from your deck. The corp removes one from the game. Draw the other"). It's a little bit of flavor, a little bit of strategic thought, and a mystery box out of the gate. Watch corps have a coronary as they struggle to game out what you could have possibly drawn that make Basilar and Push Your Luck* a top priority.

*Push Your Luck isn't in Standard, but it is in Nova Standard, a pocket dimension which contains everything you need to shock and stun opponents and tournament judges alike. Also included, vampire overalls with collars higher than eye-level, we hear that's in this year.

—Limited in card selection. Ob does a much better job Sustaining Diversity than this. And also most everyone else.

—It’s a cool ID ability but probably not a great fit for Jinteki’s card pool. This ID ability would probably be nuts in Weyland or perhaps NBN. Very few of the cards I’d want for this ability (Seamless Launch, Audacity, good 2/1 and 3/2 agendas, any economy, reliable ETR ice) are in Jinteki. Trick of Light is helluva worse. Mitosis? Traps?

—It asks for a HUGE commitment (your ID slot, limited agenda options, a lot of deck slots and influence on cards to trigger your ability, encourages awkward lines of play, etc).

Thank;s to Helium-3 it'd be out and out broken for Weyland. Although I am curious, does Lady Liberty not work with this ID?

Lady Liberty won't trigger the ID ability. Lady Liberty says "Add an agenda from HQ to your score area." I don't think that adding an agenda to your score area counts as "scoring" it.

I don’t think Helium 3 works either. Identity cards aren’t usually valid targets for card effects, I doubt Helium 3 could place a counter on Isuaaq.

So similarily, cards that aren't agenda's that you can add to your score area like Backroom Machinations wouldn't trigger it either?

Right

Probably not worth it if you take the 2 brain damage. At that point, you're spending 3 draws and an install and $1 on this card to gain 1 click/turn for the rest of the game and a penalty on hand size which makes things much harder against Jinteki, HB, and many Weylands. If you plan on using Hippocampic Mechanocytes to restore your hand-size, it's five draws and two installs and $1 to gain 1 click/turn. Ouch.

Basilar looks alright if you can prevent the brain damage. Having a 5th click increases the expected # of agendas stolen on a Deep Dive by around 50%. On average the 5th click adds something like .75 - 1 additional agenda point per Deep Dive depending on the agenda suite. If your gameplan hinges on 2-3 super Deep Dive turns, spending $9 on Caldera could be worth it to make the Deep Dives more effective. If you plan on turns running every central server, a fifth click could also be useful for Exploit or Encore.

Outside of Deep Dive Shaper, this might see niche usage in Apex and Nova, using Heartbeat or Assimilator to avoid the damage. Apex is extremely short on influence, but Assimilator might be able to produce enough value from an extra click to consider it.

Great analysis. But even outside of Deep Dive shapers, this can do a lot, since it is an additional click, which allow you to setup faster for something like Counter Surveillance or other shenanigagns. I think Esâ Afontov: Eco-Insurrectionist could use this to great effect also, even at the cost of one more Core damage than usual.

See this is why you need to prevent the core damage