Early Elevation: This is looking to be one of the strongest cards in the set, despite not even being part of "spoiler season".

Obviously it's a slightly cheaper Hedge Fund split over two turns with the downside of being pseudo-Priority (though you can play it with things like Humanoid Resources or Subcontract as long as it's your first click.)

Hedge Fund is pretty good and most corps run it, so this card makes money.

More interesting is the interaction with cards like Nebula Talent Management: Making Stars and Plutus, where the click gain turns this into a viable fast-advance tool. It's even a unique action for MirrorMorph: Endless Iteration, which might help that often-experimental identity out.

There's some counterplay: Cupellation can take this hostage for a time, and Heliamphora is a particularly big threat; however Cupellation tends to have better things to do and Heliamphora has not been very good for its life so far. Transfer of Wealth is also particularly good due to the adjusted priority clause.

Overall, I'd expect this to show up heavily at this year's World Championship.

Can the Click ability be used even if Petty Cash is facedown in archives?

There's no official Ruling yet afaik, but I'd say yes. Which actually would make trashing this from HQ almost as valuable as playing it from HQ. A great synergy with everything that asks you to trash from HQ as a cost. Like Plutus.

Hantu (👻) is a semi-Fixed-Strength (and semi-Limited-Usage) breaker: halfway between disposability (like Propeller) and high-base-strength (like Buzzsaw).


For example, it can interface with Ansel 1.0 twice, or Biawak once. After which, you must spend Leech counters, have charged it with Cookbook, or so on.

(I don't know about the power-level, but I do love the design.)


Hantu is a ghost/spirit in Malay/Indonesian. (False cognate with "haunt"!)

Hantu (Wikipedia)

It’s fun that the Hantu Raya copies appearances. Much like a Mimic which this is the new version of.

I've been having a lot of fun, and a lot of success, with this ID. Comparisons to Weyland Consortium: Building a Better World are fairly apt, as you get more value when you make money, but crucially, this comes in the form of cards, not more money. Despite being a shadowy organization that works "at a distance," Zwicky moves fast, and it needs to. As soon as you've made a bit of money, jamming agendas behind Maskirovka and Descent is the way to go. This puts pressure on the runner to find their tools while you naturally draw into yours just by playing the game. Since you're playing many transactions, Plutus gets you even more value out of them and lets you do some cool click laundering with Red Level Clearance, Greasing the Palm, and Petty Cash, allowing you to FA your Off the Books and Above the Law towards a win. Since you're going fast, Threat cards come online faster, specifically Measured Response. The longer MR is on the more likely it is for the runner to slip up on money or cards, letting you blow them up. Slash and Burn Agriculture deserves special mention as it allows you to add to your score area (by FAing) and your opponent's if you let it get stolen -- why would you do this? If you let your opponent get to four you can rez all your Biawaks and Plutus without worrying about turning off MR.

The Zwicky Group: Invisible Hands will never reach the incredible credit highs as BABW but I like it quite a bit more because it allows you to actually do something with your money instead of just jacking up Punitive Counterstrike traces or whatever.

Like Nico Campaign, Otto is a three-turn drip, with an extra payout afterwards, but +[click][click] versus +3[$], Draw 1. NB. Nico’s gives you twice as many “units-of-value” (unless you're scoring agendas, spamming assets, using abilities, or so on with Otto’s).

Like MCA Austerity Policy, Otto is a three-turn “countdown”: if you can protect it for those turns, you'll gain two clicks (for a five-click turn, enough to FA 4/2’s or NA 5/3’s). NB. Otto’s last drip (take 2[$] from this and gain [click][click]) funds two basic-advances (1[$], [click]: Place 1 advancement counter.) flush.

Very cool.


IMO, Null Signal should print more such “Dripping-Countdown” campaigns. Both with economy bonuses (like Otto, or costlessly-installing, never-advancing, etc), as well as with offensive bonuses (like damage, tags, trashing installations, zapping credits, de-allotting clicks, etc).

PS. I had a custom Jinteki asset with Do 2 net damage after dripping for three turns (CF. Urban Renewal), as well as a Weyland one with Trash 1 installed resource; after the Reboot Project released an NBN one with Give the Runner 1 tag (Engagement Metrics). But I prefer NSG's countdown of three-turns (two-turns-rezzed).


[$3] ASSET [-$3]: Advertisement - Hostile - Clone
[jinteki 3/5]
When you rez this asset, load 8[$] onto it. When empty, trash it and do 2 net damage.
When your turn begins, take 2[$] from this asset.

This is very likely to be the best NBN card in Elevation, allowing you to FA all kinds of stuff very easily. Just ice up centrals, play a Hedge Fund, and the Runner has to head through your Seraph, etc. or you'll FA with just a Red Level Clearance or Petty Cash. Nothing like Haas-Bioroid: Precision Design in NBN, though this is nowhere near AstroScript Pilot Program levels of craziness and it all depends on how well Runners will be able to get through NBN ice in the coming meta. Drip from the front side is also very nice.

20

As I was first reading this card, I thought the flip side would just draw like Hoshiko.