I've played quite a few games with this ID this month, and it behaves much differently than I thought it would. Another reviewer likens it to Argus Security: Protection Guaranteed, but that's not quite right, as the runner can multiaccess with impunity. It really behaves more like a yellow Industrial Genomics: Growing Solutions, but arguably with a more potent ability. Whereas IG requires a single scary run on Archives if you want to trash their cards, CtM's ability can't be turned off (except with Employee Strike, of course!). While IG makes trashing things a puzzle, CtM makes trashing things totally unpleasant, all the time.

The net result is that your ability might only fire 1-2 times per game! And that's great, because it means the runner isn't trashing your SanSan City Grid, Red Herrings, Ash 2X3ZB9CY, Product Placement, or Prisec. Your PAD Campaign and Launch Campaign can sit rezzed with impunty. Let them check an installed Mumbad Virtual Tour, forcing them to spend 5 to trash it, and then endure the trace.

You can look at the ability as "the runner must spend 1 click and 2 creds to trash the first installed card each turn," but there are ways to severely change the math here. Add as many Aryabhata Tech to the deck as you can fit, which will make the runner seriously question whether the severe credit swing and loss of a click are really worth it. Capitalize on other powerful traces: Gutenberg, Bernice Mai, Hard-Hitting News, and Hatchet Job can all synergize with the Aryabhatas (that aren't unique!). If you have space, try a copy of Manhunt: a zero-link runner will have to spend 10 creds to trash a PAD campaign and avoid tags. Primary Transmission Dish can add some oomph to your traces, but I have never rezzed it unless the runner had at least 2 link.

All in all, NBN: Controlling the Message feels like the "true" NBN control ID. Spark's ability is great in the early game, but if the runner can stay above 5 credits, it loses its sting. Harishchandra is fun and is better for landing kills, but CtM really helps you control the flow of the game and the runner's choices by imposing extreme consequences for runs.

132

We finally have clarity about how and when this card triggers. It triggers in the following two scenarios:

  • When the corp spends a total of three clicks on any number of uses of a single ability on the Corp Actions card that comes with the game (including playing different operations, or Doubles); or
  • When the corp spends a total of three clicks using a paid ability on a single active card (different copies or instances don't count).

The result is a lot of fast advance shenanigans, but most of these work best in HB. Some possible scoring scenarios with Jeeves rezzed are as follows:

If you can include the influence for SanSan City Grid, you can score 4- or 5- cost agendas out of hand with these combos, and they're pretty moderately priced.

One issue is that you'll run out of Shipments from SanSan eventually. HB is the corp best suited to solve this problem, however. Clone Suffrage Movement lets you snatch back one SanSan per turn for each copy rezzed. Archived Memories and Reclamation Order allow you to return them back to your hand at your leisure. If you're playing SanSans or Clone Suffrage, or if the runner is going hard after your Jeeves, you can include Team Sponsorship to make these trashes hurt even more.

This seems like a pretty shocking new way to fast advance, and joins Political Dealings and Mumbad Construction Co. as non-yellow FA tools in the Mumbad cycle.

132
"When the corp spends a total of three clicks using a paid ability on a single active card" - when I first read that sentence I immediately thought of Melange Mining Corp. :D —
To clarify "a total of three clicks on a single active card," would that include both a triple activation of Mumbad City Hall and a single activation of Melange? Presuming the City Hall example works, does the Jeeves have to have been on board for all three clicks, or could it have been one of the cards installed so long as it is rezzed prior to the third click? —
For such a powerful card, the rez and trash costs seem off to me. I almost think they should be switched. —
Does that also mean you could Purge and then get another click to spend on whatever else you want? —
Melange: yes; Triple Mumbad City Hall: yes; Purge: yes. It's a very powerful ability. Basically, whenever you spend a total of 3 clicks activating a single card's ability per turn (including the Corp Actions card), gain a click. —
Jeeves starts "counting" clicks when he is rezzed. You use the first MCH before he is rezzed, so that one doesn't count. —
I am totally confused by this card. Melange and purging are straightforward. I have no idea how the other combinations described above work. —
For instance, Play Shipment from MirrorMorph, (one click) installing an agenda (no clicks) (or 3 Research Grant) (no clicks). Play Shipment from SanSan to place two advancements on that agenda (two clicks). Jeeves triggers (why, when only two clicks from shipment have been used). Manually advance the agenda once, and score it (I don't follow how this last click is legal). Total cost: 2 creds. Install an agenda from hand. Play Subliminal Messaging. Play Shipment from SanSan. Jeeves triggers (Why? These are two different actions from two different cards). Manually advance the agenda once, and score it. 3-cost agenda scored; total cost: 0 creds. Subliminal finds it's way back to your hand. Install an agenda from hand. Play Biotic Labor. Play Shipment from SanSan. (Why does shipment combine with Biotic?) Jeeves triggers. Manually advance the agenda two times, and score it. 4-cost agenda (or overadvanced Project Vitruvius) scored; total cost, 6 creds. —
@wittela - Play Shipment from Mirrormorph (1 click, operation), play Shipment from SanSan (2 clicks, double operation) = 3 clicks spent on the Play an Operation action. Jeeves triggers —
@SQUIDwarrior, Thank you! —
Are we sure Shipment from SanSan counts in regards to Jeeves? —
I ask because Shipment from SanSan is a double Operation - First click is to play it, the second is the "additional cost" does that count as Jeeves' "performing the same 3 actions"? Couldn't it be argued the first click is to use, but the second is an added penalty cost? —
@ZadokDJ, that how I original read it, 1 Click to Play and 1 Click extra spent from using a double and so only one of those relates to Jeeves, but re reading it Jeeves reads "...you Spend 3 Clicks..." spend is related to cost and the extra click for a double is a cost. A question I had was does Jeeves fire with Jinteki Biotech Triple Click Flip ability? —
Do you have a source for this tonedef? I haven't seen anything official clarifying this yet —
How does Jeeves interact with using agenda abilities like Government Contract or High Risk Investment? Would you have to use three agenda abilities to gain the fourth click, or could I use remaining clicks for credits and gain a fourth click (since they are all gaining credits one way or another)? —
Directly from Damon in the UFAQ posted by ANCUR http://ancur.wikia.com/wiki/Salsette_Island_UFAQ —
@seeds34: Biotech spends 3 clicks on a single card ability, so Jeeves fires. Nice if you have a ronin out, or EMP in your hand! —
Honestly, Subliminal Messaging is super powerful with Jeeves. It recurs, it doesn't cost you anything, it means you only need two Operation clicks to activate Jeeves, it slices, it dices...don't forget that outside of FA extra clicks can be used to score a flatline, too (SEA+Subliminal+Trash something that was stopping the kill+Scorched+Scorched comes to mind) —
That won't work unless you are using an operation to trash something, such as using All Seeing Eye to trash Guru Davinder. —
It will, remember the card doesn't say in a row. so Sea (1 op 1 click) Sublim (2 op 1 click) Trash (2 op 2 click) Scorch (3 op 3 click, free click) Scorch —
huh, yeah, you are right, that's crazy. —
This card is amazingly good. With the right backup cards, you can score an agenda from hand while actually making money. Then use it to help find the cards to do it again; or to gain the money needed to do it the old fashioned way. The trash cost on it is super high; another huge advantage. Because of this, I can't really see why they thought it was okay to make it an alliance card. You should absolutely have to pay the influence to port this out of faction. —
Annoying that this card does not have the Bioroid subtype. Architects of Tomorrow could use more non-ice options for its ability. —
Sorry, its seems logic dor u but i dont understand why Subliminal works with shipment sansan. Its not the same paid ability, its not a single active card, i really completly dont understand. I know its legit, but the action of subliminal is over when we play shipment sansan. PLEASE help me to understand. —
LordRandomness pls why? "Honestly, Subliminal Messaging is super powerful with Jeeves. It recurs, it doesn't cost you anything, it means you only need two Operation clicks to activate Jeeves, —
As stated elsewhere, "play an Operation" is considered to be a single action for the purposes of Jeeves. That means playing three Operations triggers Jeeves, or playing a regular Operation and a Double Operation also triggers Jeeves. It's in the FAQ at the top of the page. —
Now this may be a poor question, but how would Jeeves work in a situation where the Corp player goes "Double" into a "Terminal" Operation? Would your turn end, or will Jeeves fire? The cards in question are [Celebrity Gift](/en/card/04012) into [IPO](/en/card/13057). —
Technically you would gain a click when you played IPO, but then IPO would end your turn, so you lose all unspent clicks. —