This is a card that Industrial Genomics: Growing Solutions desperately needed. The ability to put cards from your hand face down into Archives and get cards back (such as those Snare!s the other reviewer mentioned) during a run in Genomics can be devastating to an unprepared runner while making every asset you play harder to trash. This also lets you dump agendas into Archives if you intend to use Jackson Howard when flooded with agendas.

If you're willing to slot one or two Allele Repression into your IG deck, it could make a huge difference for the Runner. Making a Sundew 5 to trash again can really discourage a run on that server, especially while Hostile Infrastructure is out in full force.

I don't think this will see any play outside of Jinteki due to the 3 influence cost and the fact that decks like Butcher Shop would rather run Reclamation Order to get their Scorched Earths back. However, I could see this get used as a singleton in Jinteki: Personal Evolution in order to set up trickery for later or in Tennin Institute: The Secrets Within to drop those Space Camps into Archives. It's a nice utility card to have in Jinteki overall.

Why only a one off in PE?. I would think that the possibility of guaranteeing a snare hit by entire HQ into archives and replacing it with snares could be a critical part of a kill combo. —

Andromeda is my favorite Criminal Runner. Unlike most every Runner out there with the exception of The Professor, she is the only Runner whose effect goes off before the game starts.

And boy, what an effect it is...

Drawing nine cards instead of five before the game starts seems trivial to new players. "Why would I want to draw 9 cards when I could have someone with an ongoing effect?" is a question I hear a lot from people I teach Netrunner to. But it is such a powerful effect in reality. And why is it so powerful? You draw 1/5th of your deck for your opening hand. 36 cards will remain in your deck if playing at the 45 cards minimum. Not only did you just thin your deck out like crazy, you just saw what pieces you still need to get the party started.

Chances are high of you seeing some breakers or ways of getting those breakers in that opening hand. Chances are high of you hitting a Sure Gamble or other econ in that opening hand. Chances of you getting that Desperado out early are high. And that is what Andromeda excels at: if there is something you want to see early on, you have a much higher chance of getting it for Turn 1 than with other Runners. Unlike in other decks where you want to run 3x of a card, you can get away with 2x in Andy (but man, is 3x of a card in Andy a whopper; you are gonna see that card much earlier than normal).

Andy decks typically work best when there are some pieces that you want to find early like Dyson Mem Chip and Underworld Contact for example, so you can set up an economic package quickly then focus on getting your breaker suite out. Desperado/Security Testing is another excellent choice in Andromeda, since the chances of hitting both early on are increased greatly.

At the time of writing, Anarchs and Shapers are much better than Criminals IMO. But I think a case should still be made for Andromeda as being the best that Criminals have to offer right now next to Leela Patel: Trained Pragmatist. She's a versatile Runner. As a player, I don't feel chained down to one strategy with her like with Iain Stirling: Retired Spook or Gabriel Santiago: Consummate Professional. She is the "wild card" of the Criminals and one could do just about any strategy with her that they would want to. Want to go all in on Net-Ready Eyes? She helps you find the pieces faster. Want to run a connections/resource economy? She helps you find the pieces faster. If you want to melt through ICE with the Andysucker style deck, chances are pretty darn good of you finding Datasucker early on.

While Andromeda may not be the best Runner to teach with (Gabe is great for teaching how Runs are made, he's a solid beginner's choice for a Runner), once someone knows the mechanics of the game I would argue that Andromeda should be a Criminal beginner's next choice.

Another way to thin out your deck is to use a smaller deck size. —
Five out of forty isn't better than Nine out of 45. That's just math.There is nothing better for consistency than having many more cards in hand on turn 1. A 5/40 blank has to have something else good to make up for a 9/45 blank for sure. —

Breaker Bay Grid seems like a bad card. . . to the untrained eye. But if we look at it as a piece of important asset economy, it becomes highly sought after for many glacier-style Corp builds (which are coming back in full force thanks in part to Clot).

Let's get down to brass tacks here: Breaker Bay DOES NOT AFFECT ICE COST. If that is a turn off to you, I recommend Amazon Industrial Zone instead. If my rulebook-aficionado friends out there are correct, the only way this will affect rez cost of ICE would be bioroids hosted on Awakening Center. You cannot use Breaker Bay with other regions as well (why would you want to anyway, this card is great!).

So if we cannot use it on ICE and other regions, that leaves the rest of the server upgrades and assets available. Here is a small number of excellent targets for Breaker Bay Grid: Eve Campaign, Adonis Campaign, Hostile Infrastructure, City Surveillance, Private Contracts, Will-o'-the-Wisp, Dedicated Response Team, The Board, Chairman Hiro, Director Haas, The Root, Eliza's Toybox, Strongbox, Daily Business Show, Bernice Mai, Red Herrings, Sundew, PAD Campaign, etc... The list goes on and on.

Breaker Bay Grid works best though with drip economy that is limited in nature, like the aforementioned Adonis Campaign and Eve Campaign since the credits get cleared off and the card gets trashed, opening a new slot for more drip econ. Blue Sun: Powering the Future builds that constantly bounce Adonis Campaign will love Breaker Bay, since it nets them an additional 4 each time they play and bounce it. Haas-Bioroid: Engineering the Future builds revolving around Breaker Bay will constantly be making huge amounts of moolah since they save the cash from rezzing an Eve Campaign after installing it for a huge 6 swing in their favor. So with these in mind, Breaker Bay Grid is powerful econ in the right hands.

But, let's consider for a moment the other uses it has: in Industrial Genomics: Growing Solutions, it can be host to a number of hard-to-deal-with upgrades on an otherwise-naked scoring server including Caprice Nisei, Ash 2X3ZB9CY, and Red Herrings, saving you some cash in the process; it can be used for constant taxation alongside Hostile Infrastructure or City Surveillance, guaranteeing a loss of credits or cards for the runner; when used with Isabel McGuire, it can get all your expensive assets out for a measly few .

If Breaker Bay Grid has one downside, it would be the 2 cost; since it costs you 0 to rez though, it constantly becomes a win-win scenario for the Corp as the runner wastes precious credits to trash it.

While it isn't the end-all-be-all to glacier decks, Breaker Bay Grid certainly helps those with heavy investments into assets and upgrades. It practically IS econ itself, preventing the Corp from blowing their hard-earned Hedge Fund on an Adonis Campaign, and if you can slot it into a glacier build, the money you'll save will have been well worth it, even if they do trash it once you get Eve Campaign for free.

Good effort trying to justify Breaker Bay Grid. I'm not convinced by the suggested use with cards that cost only 1-2 credits to rez though. Also it doesn't work with Blue Sun / Adonis, as the rez cost reduction is permanent, so picking up Adonis or Eve in the same server gives Blue Sun back zero credits. —
Not if you pick up BBG first... But your point is absolutely important to keep in mind, as is the fact that ICE is not _in_ the server. —
I like the idea of Isabel McGuire! —
As someone else pointed out, it does not work with Blue Sun. I think it is decent for asset economy outside of that use case but once the runner see's it I think the odds of it and your newly rezzed asset getting trashed goes up dramatically. —
Breaker Bay + Adonis still net 10 cr in 2 turns in a Blue Sun deck. If your server is good, it will stay. Raising Off the Grid might also be worthwhile btw. —

All-nighter sounds great on paper. Spend a to gain ? It's like the Runner version of Biotic Labor. However, when you think about it you're actually spending 2 to gain, well... 2. In a game where every click matters, spending a click to install on one turn seems inefficient. The other problem here is: what are you going to do with the 5 turn? If you're using that turn to Professional Contacts, or do anything non-combo related, you're doing something wrong. All-nighter can have some very powerful interactions: Wanton Destruction comes to mind first and foremost, letting you trash up to 4 cards from HQ instead of the normal 3. I can actually see All-nighter get used in a Comet Prepaid VoicePAD Hayley Kaplan: Universal Scholar deck, where you get even more value from your clicks. Now that Anarchs have Adjusted Chronotype, I could see Starlight Crusade Funding decks utilizing All-nighter to get more value from playing multiple double events in a turn. But hey, add this to the positives: it's 0 to install.

If you're playing All-nighter to just gain the clicks, you're using this card extremely inefficiently. If you make room in your decklist for this card, you want to be making the most from every click and as such this card belongs in more combo-heavy decks.

You should include the click you spend to draw it as well as the click you spend to install it. So you're actually coming out behind, which means you need an even better reason to get a 5 click turn. —
Assuming you're just spending a click and drawing, then yes. All-nighter works best when you can condense your clicks. Using Diesel to draw into it would be worthwhile, as well as using things like ProCo and I've Had Worse, since you're getting 3 clicks out of it. —
It's quite janky, but All Nighter is a great addition in Paintbrush decks. —
You're in fact "saving" click from your turn to another turn (at a cost of another click or fraction of it, if you really insist to count drawing -_-) —
I think there will be more use for this with Hayley - the extra resource install doesn't cost the click and it helps with her constant need to have money what with it being free. And later you can use it to fuel the extra click or the extra Aesops for 3 credits later. "What will I need later in the game?" is not always obvious. —
Playing more than one Notoriety after 3 central runs is a good use for All Nighter. —
Can help against certain Bioroids... —
an interesting jank combo is geist with the new tech trader. play all-nighter wait till you have 2-3 tech traders out and then pop all nighter to get your click back,2-3 creds, and a card draw. prob not worth the deck slot but still gonna try it.... —

Order of Sol is an interesting resource, but one of somewhat limited use. The most obvious use is in conjunction with Nasir Meidan, to prevent the run from entirely ending on a Pop-Up Window or Paper Wall. It has good synergy with Personal Workshop, to get hardware and programs hosted on it out in a timely manner. Order of Sol can also be a minor recovery card after getting hit with Closed Accounts. It can even see some minor play in Valencia Estevez when used with Personal Workshop. The bonus is that it is one influence, however for two credits and only one activation per turn, Order of Sol seems quite inadequate for regaining lost credits. The earlier you play it, the more credits you'll make back, especially in Nasir decks.

So to sum up: it's best utilized in Nasir or Valencia decks alongside Personal Workshop. As a recovery card it's inadequate compared to some other cards out there, but it definitely shines with Nasir.

Actually, Order of Sol would trigger the first time Nasir Meidan's ability does every turn, as he reduces you to 0 credits before gaining any. Also works when using cards like Sure Gamble and Lucky Find, if you spend all of your credits on the play cost. —
Notice that Order of Sol's effect triggers each turn. If you're using Personal Workshop, you can spend your credits to pay for items during the Corporation's turn and have this trigger. 2 credits per Runner/Corp turn is not bad; approaching Sahasrara level of goodness. —
Sahasrara goodness without costing MU. If you can 'play poor' this is a great card, but you better have some protection from meat damage in the deck if you plan to use this a lot because the corp will easily trace you. —
Yeah, in Nasir it's basically "gain a credit the first time you encounter ICE every turn" which is pretty close to a credit a turn in straight drip econ. —
I dropped this from my Nasir deck after realising I had to cripple myself financially to use it to its full potential. Being broke means the corp gets scoring windows. It saves you money but loses the game. —