I believe the idea behind this card is to stop you flat lining, now considering your not going to play this every turn (Because you simply can't) and it doesn't install and have a passive ability, this means your going to need to pick your opportune time to play it pretty damn well. So what is the correct time to play it?

Now Picture this, You just Legworked into the corps hand Second click and took a 3 point (Hades Shard) and a 2 pointer (Project Atlas) the other card you revealed is a Punitive counter strike (and you believe they have another one) the corp has 11 Credits in their pool, and you have four. Do you play it?

The Answer is no, if you play it now the corp simply takes the bad pub and then kills you on their turn, so it doesn't work here (Arguably you could have different amounts of money in this situation but I don't think it matters as they are going to take bad pub every time if they are sure of the kill)

Equally if the corp is playing scorched earth and are sure of the kill they can just take bad pub and kill you.

So it doesn't work against the Meat damage finishers.

So why would you play this?

I think the best way to play this card is to lower the risk of being flatlined while checking traps or doing a large amount of Multi-access. For example a Jinteki deck (Doesn't matter if its Pe or not) has several external servers installed, some of them have advancement tokens on them, so you play "Leverage" Jinteki declines to take the BP (As they are unsure of the kill, you could just as easily access their installed Jackson Howard or something non-lethal) and you check them all, with no fear of getting a single scratch. But lets say they take the bad pub, Bad pub is a massive hit against Jinteki as it means many of their assets are easily trashed lowering the taxing effects. But I doubt is worth including any more than one of these cards in a criminal deck.

But In the FutureSpoilers*** Cybernetics (A new type of card to be released in San-san cycle datapack Chrome City) require that you take a certain amount of damage (Net/brain/meat depending on the card) in order to install them, once these are released it may be possible to play this and then quickly install them all.

Overall I think this card is defiantly and acquired taste, and a one off if at all put in the deck, while it may screw with the corps game plan it gives them an option to negates its effects entirely depending on the board state.

Once Chrome City comes out, this will be clearly inferior to Chrome Parlor for Cybernetics. Ideally if you're playing just to prevent Jinteki trap damage, you'd go for Deus X (against bursts of damage) or Net Shield (against repeated damage) for a more robust solution, but they cost a memory slot, so they're not strictly better. —

Flare, the card I would argue has the single most destructive subroutine in the game, however are you going to be able to trigger it?

Clocking it in at Nine credits and six Strength Flare can be broken for an average of 6.18 credits (That includes all breakers including Gingerbread) and out traced, this makes it very easy to get around (or even bypassed for one credit with Femme)

Comparing this to Uroboros a very similar in faction Tracer Sentry that costs Six credits and is broken on average for 5.3 credits (bypassing for two with femme) this doesn't seem like a very good deal.

While tracer ice directly benefit, from NBN making news, Primary Transmission Dish and Sub boost (which adds a solid end the run to it) it still overall lacks the push it needs to get a foothold in this game, it may be best to leave Flare as a one of copy in your Making news deck.

I'm curious how you're arriving at these "average" numbers - are you just adding the break cost of every possible applicable breaker and then dividing by them? If so - that's misleading at best, and ridiculous at worst. It's implying all of those breakers are played with equal frequency, which could not be further from the truth. Your review fails to quantify, for example, that Mimic is the most common killer in the game, and cannot even come close to breaking Flare without assistance from a well-fed Datasucker. —
You're also only looking at it from a taxing framework - you're saying that given we all agree the subroutine is good (it is), how much will the runner pay to get through it once they get their Killer out? What you also need to heavily factor in is the surprise factor - because the corp has a CHOICE about whether or not to rez ICE, they have a large degree of control over whether or not it can be broken. An ICE that is purely meant to tax (like a popup or pup) will always be rezzed, because it's better to tax as early and often as possible. But that is not the only kind of ICE that exists, lol... Archer, Grim, Fenris, Rototurret, the list goes on and on...ICE that are very strong and played competitively, but are rezzed selectively, when their subroutines will actually fire. When seen from this perspective, Flare having "the single most destructive subroutine in the game" is the only thing that matters - because you're only going to rez it ***when it will actually fire***, not when it will just be broken as tax. —
Thats the point in looking at the averages, if you want to know how easy it will be to actually have a window to trigger, your going to need some numbers. —
As one might expect, this hurts exactly as much as total eye replacement surgery. —

Currently having no use, as everyone who wants to prevent hardware trashing looks to the much better Sacrificial Construct,which costs no memory and can prevent Programs from being trashed as well. However this card has an Interestingly long paragraph of Flavor text perhaps foreshadowing a use for it later down the line?

I would have never of given that flavor text a second look if it wasn't for this review. The flavor alone does make me wonder if there will be some better use for this down the line. —
There's already a use-case for this over SacCon - Autoscripter. There, being able to save it repeatedly can have a lot of merit, and the Regulator itself ends up not consting you a click, as opposed to SacCon. —

Possibly the worst current to be released for runners so far, 2 Credit cost for -2St on "One" piece of ice per turn. Not only is this not worth the cost, it also has the potential to shut down one of the Anarchs greatest breakers "D4V1D". By lowering the St of ice you decrease the chance of that ice being Strength 5 or higher you can really mess up your rig by lowering key pieces of ice outside of D4V1Ds limit.

Personally if you want a current in Anarch I would look into Itinerant protestors for Valencia or Traffic jam for any one else.

Put this into Kit deck (stealth or Yog0saurus) and rethink :) —
I wouldn't say it's always a bad move to play it along a D4v1d. It can be helpful to lower an ice to Yog or Mimic range and save some D4v1d tokens. —
This is a key card in any fixed strength breaker deck. And any card is better than Traffic Jam. —
Kit is a good point. It augments her "break into one-deep servers with ease" play pattern. —

One of the main issues with Anarchs is there complete lack of Consistency, This stemmed from (Until Recently) a complete lack of Native draw cards and search cards. Unfortunately this is not the only issue with the faction, Anarchs while claiming to be all counteractive and aggressive actually play using alot of very intricate "Unique" rigs the resulting play style required that Anarchs play with many powerful cards that interacted with each other well but could only be benefited from with one copy, or we literally unique.

Paige Piper is the Answer to most(?) of these things.

  1. Multiple copies of unique cards can never be drawn into again, they are Literally Seen straight out of your deck.

  2. If you wanted the copy of the card, you can Deja' vu it back to hand or if it was a program, clone chip it, effectively acting as a sort of searcher. Which is good because we totally Lacked one (Djiin does not count)

Overall I think Paige Piper will be a very good addition to the Anarch faction and is well worth putting in a deck running many unique cards.