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> —

Mirrormorph, I love you.

With that out of the way, after playing Mirrormorph more or less exclusively for months, I'm here to give my thoughts:

First thing I learned about Mirrormorph was that Calvin B4L3Y was never really needed. Clicking for a cred for the Mirror trigger was often inferior to drawing, so unless you had no choice but still wanted to trigger Mirror (install, draw, cred) or really needed the cash, Mirrormorph never really wanted for cards. In short, ProCo>Mopus for Corps.

Which leads me to the second thing, flooding. Once you get used to drawing over clicking for the Mirror trigger, you will often find yourself flush with agenda. Gatekeeper helps a bit but it's a reactive card and a proactive option is preferable. Enter Drudge Work. It was a late addition to the deck and boy do I regret that decision. In 95% of my games it has been a godsend, shuffling away vulnerable agenda for cash while triggering Mirror. I've barely had ten games with it and yet I was quickly reminded why I love it when it became a decisive factor in at least two of them. Never change, Drudge Work. Never change.

As for wincons, the obvious wincon is MCA Austerity Policy but do consider Jeeves Model Bioroids as well. As useful as Mirrormorph can be, it can be a bit unwieldy. Jeeves is also unwieldy but it is unwieldy in a way that perfectly complements Mirrormorph. Rare are the turns where you must take 2 of one action and one of another, meaning you can always either fire Jeeves or fire Mirrormorph for that tasty, tasty click. Them combined also gives you access to some stupid combos such as: windmilling a 5/3 or Vitruvius out of hand from a 2 advanced MCAAP with a click to spare (Leela), pushing a 3/2 past a Clot from a 2 advanced MCAAP (purge after the second advance if they summon Clot), and installing and firing another MCAAP after scoring a 4/2. It being a 5 asset also means it has staying power compared to other, squishier assets in HB and its efficiency means that it's a lightning rod for runs despite only being nice rather than necessary in Mirrormorph. It's also possible to sneak a purge or score an installed 4/2 past the runner using Red Level Clearance with it. Great include.

Another wincon option is Hard-Hitting News+BOOM!/High-Profile Target. I've been saying this for months but it still catches people off guard: MCAAP+HHN is a very dangerous threat and you should always be wary of HHN if you see MCAAP. MCAAP messes with the tag math immensely and allows for tag punishment outside of the kill option. My preferred tag punishment is The All-Seeing I but Closed Accounts, Exchange of Information, and Self-Growth Program are all valid options depending on your style.

Mirrormorph's greatest asset is in being able to act from unexpected ranges. I was told once that its best trick is in windmilling 5/3s and, while true, I feel that's selling Mirrormorph short by a lot. Mirrormorph isn't just about scoring that 5/3 from a little further away than expected, it's also about that extra credit in its back pocket for the punish, that extra install or advance you can sneak past for the scoring threat, that extra bit of efficiency that lets you stay one step ahead of the runner at all times. In short, Mirrormorph has more options to blindside the runner with efficiency than just MCAAP so do try it out!

And it only took a bit of Endless Iteration to get there, eh? Eh?