The single biggest reason why I dislike Boomerang (among many reasons to dislike it) is that it breaks Crim design philosophy. Crims, you see, are Criminals (big shocker there). Their stated goal for why they run is money and their most prominent cards embody this. Paragon (and its more broken predecessor, Desperado) pay you for running. Inside Job and Spear Phishing show how Crims prefer to evade their problems rather than waste money confronting them. Finally, Crims are, well, criminals. They steal stuff. They are especially good at punching Corps in the nose and keeping them down.

Crims however don't confront stuff all that well. They're not really supposed to, you see. Their Fracters are either good but conditional, okay, or laughably bad and outdated (meaning they are in real danger of being locked out) and their Decoders are either great but expensive or just okay. Crims splurge on Killers but only because it's the breaker type that prevents their toys from breaking the most. All this, of course, ignores Aumakua, but even that anomaly is run-dependent and thus somewhat forgiven. Simply put, Crims, more than any other faction, do not wish to overstay their welcome.

Crims lack longevity, basically. That's reinforced by their pick of the color chart as well. They're supposed to be the faction with powerful Events and Resources but little in-faction recursion, and the wisdom of that design decision really shows in Boomerang. Boomerang's self-recursion ability propels it from good to just plain obnoxious. Crims are the Runner faction that emphasize the early game, with a playstyle defined by tempo, control, and resource denial. Crims are supposed to hit fast and hard, getting away with anything, but needing help to reach their goals honestly.

Boomerang breaks that mold entirely. Its recursion is infinite, allowing for cheap, endless, strength-ignoring breaking, fodder for endless installs, and its trash ability allows for endless profits. Boomerang on its own defines Crim endgame strategy in that the Crim endgame is simply 'infinite Boomerangs.' 'Infinite Boomerangs' is, in fact, so good and reliable an endgame strategy that other factions import it in. The faction that's supposed to have the weakest endgame is now having their endgame strategy imported by other factions...

Let's hope that easy, infinite self-recursion isn't something pursued in the future. We already have two cards like that, both of them in Crim. One of them is Boomerang and the other one is banned. Note that the banned card has much more stringent recursion conditions than Boomerang.

<p>Well, there are things that prevent (in different levels of mastering the game) that makes boomerang less hard</p> —
<p>I mean, you can (as a runner) choose a bad ice that it's not going to be rezzed. As a corp you have not many, but there are other ways to prevent the run to end successfully. (Border control, crisum grid) Also the multi sub ice is more common nowadays so you can get only 2 subrutines out. Also you can't have more than 1 boomerang on the table.</p> —

Fun fact: did you know that a fully loaded Akhet can act as a wincon? Yeah, if you stuff a City Works Project, a trap, or, hell, a Bio Vault behind two of them, it can clicklessly charge them up while also giving you creds to use (like, say, for traps). It's great fun.


Formicary is a good Weyland sentry. It's no Archer, Surveyor, or Colossus, but it is a cheap sentry you can slap down on your remote and then have magically defend your centrals when you need it to. Its sub isn't the greatest in the world, it lets the Runner pick their poison after all, and its rez-to-break ratio isn't all that great either, but it's effect is punishing enough that Runners would rather just end the run if they facecheck it and its effect practically begs the Runner to facecheck it when they least expect it to. I think 2 creds for it is a steal, honestly. Also, Formicary was the central part of a hilariously degenerate combo that led to the first banned NISEI card.

<p>So that was the reason Cayambe grid was banned!</p> —
<p>How does it interact with Boomerang? If Boomerang targets it unrezzed in server 1 for example, when it's rezzed &amp; relocated, does Boomerang follow? Thanks!</p> —
<p>Boomerang makes no statement regarding the position of the ice, just that an ice is declared. Once declared, Boomerang keeps track of the declared ice so long as it stays on the board. This means that Boomerang follows even when that piece of ice is moved or derezzed (but not if it is somehow reinstalled).</p> —

I don't like Bellona as a concept. It's not a bad agenda by any stretch of the imagination nor is it an overly strong agenda. What it is is a ridiculously safe agenda. It's a 5/3 Hyperloop Extension that defends itself. If you can slam it down early enough you can score it on thoughts and prayers alone and the opportunity cost to trying is close to zero with only Film Critic or the rarely-seen Whistleblower really countering it. Either the Corp scores 3 points with zero momentum lost since the Runner didn't contest, the Runner steals Bellona and is down 5 plus however much it took to break the Corp's token defenses, or the Runner is short trying to break in and are now down however much it took to break the Corp's token defenses and the Corp scores 3 points with zero momentum lost. It is the 5/3 I have to compare other 5/3's to in yellow since they're competing against what is often a free and riskless 5/3.

I really don't like Bellona as a concept.

<p>I understand what you are saying, but I think what this does is help protect Corps from early and explosive multi-accesses from Runners if your agendas are inconveniently stacked. In the mid/late game, the Runner should have enough money and tools needed to break into the server to stop a 5/3 from being scored. As for “zero momentum lost”, I think that is a bit of hyperbole as you had to install and rez ICE to keep them out and spend 5 click and credits to score it. If the Runner cannot stop all of this from happening, then the 5 credits is not going to swing the game already in the Corp’s favor, but it will help stop the Runner from stealing 2-3 agendas a turn outside of Film Critic/Whistleblower.</p> —
<p>Bellona rebates the 5 credits used to score it. That is what I meant by zero momentum lost. The Corp spends nothing but their time to earn 3 points if they're scoring Bellona. That econ ability to pay for itself is very potent on a defensive agenda since defensive agenda are usually balanced by being blank when scored. Bellona rewards the Corp for doing what it's supposed to be doing anyway while having an unusually wide scoring window. It is overtuned and opens the door for bs combos.</p> —
<p>Valkyriez_Gaming on reddit found a hilarious combo that exemplifies what I mean. Mushin No Shin -&gt; Bellona -&gt; NAPD Cordon. It costs the Runner 15 credits to steal that naked Bellona and it costs the Corp -3 credits to score that naked Bellona. The Corp actually got paid to score 3 points and it only took two cards.</p> —

For anyone who thinks GameNET is a bit underpowered, slot Shipment from Tennin in. GameNET's strength isn't in it's infinite economy, it's in its ability to be paid for something that's going to happen anyway. So you want to make sure that something happens as quickly and as frequently as possible. Glacier isn't the way to go with GameNET and its 17 influence, Fast Advance is.

As much as I gush about MCA Austerity Policy, it's too slow for GameNET and doesn't force enough runs. CalTest and BassC are both out for the same reasons. You don't want to create a single target that turns off the Corp's FA, you want to threaten from as many avenues as possible. You want Operations since those can't be trashed normally and force the Runner to check HQ, R&D, and remote for agenda. Remastered Edition is worth a mention for being an agenda that advances the train. FA works because GameNET gets paid while the Runner works to stop the FA train, eliminating one of the biggest weaknesses of FA. The fact that GameNET's ICE suite makes repeated runs especially painful is just icing on the cake.

The main go-to's then are the above mentioned Tennin and Biotic Labor with Tennin being the clear instaslot. Trick of Light works if you can tolerate the added steps and so does Audacity if you think a deck is robust enough for it. Maybe slot in some recursion for the long haul as well.

All in all, I'd argue that GameNET is not only NBN's best FA ID but one of Netrunner's best FA ID's, period. Agree or disagree, glhf mtbmw.

<p>Now I wanna try out that deck list</p> —