This is probably my third favorite piece of tagging ICE, after Data Raven and Gutenberg.

Suppose they break Turnpike with a Mimic. Then for the rez cost of 2, you've created an obstruction that costs them 2 to get through every time. And if they're using a less efficient icebreaker (GS Shrike M2, for example) then it's going to cost them more to break this than it cost you to rez it, something very few pieces of ICE can claim.

On the other hand, what if they can't break it, or choose to let it fire? They still lose a credit, and are then facing down a 5 strength trace. Sunny with Rabbit Hole might be able to get through that for cheap, but for most other runners 5 strength is enough that they will just take the tag and later spend +2 to clear it, plus if you happen to be using SYNC side A. That's a good deal for a 2 piece of ICE.

Both of these areas are true about Data Raven and Gutenberg as well, though--expensive to break with icebreakers, and expensive to clear the tags if you don't. But both cards have a weakness, which is that as soon as the runner says "Fuck it" and stops clearing tags, they provide zero obstacle. I've seen games where a runner Medium digs an R&D covered by two Gutenbergs, because when you have 18 tags whats a couple more?

Turnpike, though, is always going to cost them 1 to go through, even when tags don't matter. It's not much, but it might slow them down long enough for you to pull out that Closed Accounts or The All-Seeing I or the classic Scorched Earth to win the game.

I think that Turnpike is an automatic include in every SYNC deck. You will get your money's worth out of this card, I guarantee it, especially if you are running Improved Tracers or Surveillance Sweep.

This is undeniably the strongest of Sunny's breaker suite, and I expect to see it in many, many other decks.

Before the release of Shrike, there wasn't a really strong choice for a universal, inexpensive killer that could efficiently break weak multisub sentries (Errand Boy, Komainu), strong single-sub sentries (Cortex Lock, Susanoo-No-Mikoto) and the great granddaddy sentry, the high-strength, multi-sub Archer. Faerie and Shiv are single-use, Mimic is fixed-strength, Garrote is too expensive and an MU hog, Dagger and Switchblade require stealth, and Ninja or Creeper are just generally terrible.

Shrike has none of those problems. It's a reasonable install cost, and either 1 or 0 MU depending on your link. One base strength is a bit low, but the 2-for-3 boost means that it can boost to higher levels decently efficiently. And the 2-for-all subroutine break helps compensate. All this, in a reasonable 2 influence package.

What this means is that if you have a rig of Corroder, Gordian Blade, and GS Shrike M2, the only thing preventing you from getting into a server is your credit pool, and with a Magnum Opus and/or Multithreaders that will not be a problem.

Shrike and Multithreader are the key cards which will make big-rig Shaper come back with a vengeance. We've already seen the first draft of this new paradigm with Feisty's Theory of Simplicity, and I expect other theorycrafters will take advantage of the late-game inevitability this breaker provides.

While it's certainly a good card, I'm not sure it really counts as "inexpensive" - It shines against anything with 3 or more subs (especially the low-strength ones) it's still going to cost 4c to break just about anything else, even when it's something like Guard. And 5c install is definitely on the expensive side. —
I think I like Garrott better out of Criminal than this. You pay $2 more to install and surrender an extra MU, but that default strength of 2 pays you back in spades —

The text should be break sentry subroutines?

Nisei Division is just not very good.

There, I said it. But it's worth discussing why it's not very good, and thinking about maybe what it would need to become decent.

Any discussion of Nisei Division needs to start with a discussion of the psi game. Each player secretly and simultaneously spends 0, 1, or 2 credits. I'm going to repeat that, with added emphasis: each player secretly and simultaneously spends 0, 1, or 2 credits. This is crucial to the function of the game--the players are not simply choosing random numbers, because in Netrunner, every single credit matters.

So, spending less money is better than spending more money, all other things being equal. At the same time, though, the benefits of winning the psi game (or the penalty for losing) is typically so huge that it is worth the extra cost, if it works. This leads us to a strange situation, something vaguely similar to the Battle of Wits scene from The Princess Bride, with one crucial distinction--the corp has to make the values different, which is much easier than making the runner's task of making the values the same, giving an edge to the corp.

However. In some cases, the runner might be able to trigger the psi game repeatedly, or the penalty for losing might not be particularly severe--taking 1 brain damage from a Cerebral Cast, losing an early run to Snowflake, or letting the corp hold onto The Future Perfect when they don't have a scoring remote are all places where the runner can afford to lose the psi game. In this situation, an experienced runner will almost always bid 0--if the corp bids 0, they win, and if the corp spends 1 or 2 credits, they've at least forced the corp to burn resources.

This is where Nisei Division is theoretically advantageous. Now, instead of losing 2, 1, or 0 credits from a psi game, the corp might lose 1, break even, or gain 1 credit. Suddenly, the "always bid 0" runner tactic doesn't work, because the corp can always spend 1 (because they get it back), winning the psi game without cost. Betting randomly makes some sense now-- Nisei Division will break even in credits in the long term, while the runner will lose a credit per game on average.

This means that Nisei can afford to play a lot more psi game cards. Snowflake? Put in three of them. Cerebral Cast? Why not, put in a couple. Clairvoyant Monitor? No, that one is still pretty much terrible, leave it in the binder next to Bullfrog. And of course, the classic Jinteki cards The Future Perfect. Caprice Nisei, and Marcus Batty.

The problem is that this doesn't lead to any sort of real strategy. Cerebral Cast needs Scorched Earth to make both the brain damage and tag painful, but Caprice Nisei does nothing to help a kill strategy. Even if they break it every time, Snowflake is just a slightly cheaper Wall of Static, and there's not much point in using Marcus Batty to trigger an "end the run, maybe" subroutine. And because there aren't enough psi game cards to fill a deck, any Nisei Division deck will need to start pulling in cards that would fit better in Personal Evolution or Replicating Perfection--and at that point you might as well just play one of those IDs instead.

For Nisei Division to be able to stand up as a decent ID, there need to be more psi game cards, cards which trigger psi games more than once, and they need to have some internal synergy. That could happen--but I sincerely hope it does not, because reducing the outcome of every match to "who plays psi games better" would be a sad thing to happen to this game.

This lines up pretty much exactly with my own observations. Every time I've tried to make a Nisei Division deck, it's either had no central strategy, or it would obviously work better in a different ID. —
This is basically a perfect summary of why Nisei struggles so hard for relevance. It's sort of an econ ID attached to a really awful condition. The upcoming (SPOILERS FOR MUMBAD) Palana Foods does reactive econ significantly better. The runner has to draw cards eventually, so you're going to make money. By comparison PSI Ice is bad, The Future Perfect is circumventable with Film Critic, and Cerebral Cast is only useful if you land more than one since no sane runner will take the tag. Caprice and Batty are good cards, but they're better cards in a better ID. —
Love the analysis that the Psi cards don't really cohere into any single strategy. Nisei Division isn't top tier but still performs decently amongst the total ID population, e.g. if you look at the OCTGN win % numbers I believe it's 3rd highest for Jinteki behind PE & RP. Yes, it's not as good as those, but it's a strong ID because it rewards you for playing cards that were already great (Caprice) & turns unplayable ones into decent (Snowflake). Geist accomplishes something similar. —
One big reason Nisei doesn't cut muster is the flatline condition has never been incredibly strong in Jinteki ICE. It's easy to rack up one or two points per run, perhaps even on demand, but you need a decent amount of net damage to initiate a kill. The only things that do that are Komainu (Worthless with Batty,) Neural Katana (Worthless against Mimic), and Shinobi (Just worthless). All good net damage ice have multiple weaknesses, likely to keep from just ending the game on an unlucky rez. But this leaves us with PE being the only net damage kill game around. —
I actually think this ID is very strong but it doesn't see any tourny play because it's too difficult to play psi games over and over under timed conditions. To really capitalise on Nisei division you have to bombard the runner with psi games but you eat up too much time when you're against the clock and it's also mentally tiring. Psi games are always stacked in the corps favour when you play Nisei as the ID is more of a psi enabler than an econ ID. There are now enough psi cards supporting this ID to make a tax archetype and a kill archetype, you just need to pick the psi cards that support the strategy you want —
@DGB123 I'm not sure what Psi games you expect to be playing repeatedly other than Caprice Nisei and The Future Perfect (which many Jinteki ID's use equally as often). Cerebral Cast is one-and-done, and the Psi ice can be broken just like any other ice, thus skipping the psi game. —
I think for Nisei to become a contender, the Corp would need to be able to trigger a couple of proactive psi games. For example, I could envision a card that let you play a psi game on your turn for an econ boost (if you win the psi game, you gain 4, or something like that). It would be consistent with Jinteki's econ events and their various drawbacks. —
Empathy Session (Operation - 0$) —
@Bigguy There are now 9 psi cards, 7 of them are pretty good with this ID. Nothing's going to salvage the 2 codegates though. Snowflake, mamba, caprice, and future perfect should be included with this ID and the other 3 are worth including too if you build around them - that's alot of psi games I think —
Psi game. If successful, gain 5$. Influence *** —
@DBG123 I hear you on the tourney play. I play with friends, but I think multiple games on a time budget during a tourney would be tough. Still, I think the deck I use held its own [http://netrunnerdb.com/en/decklist/28937/deal-or-no-deal]. (Gotta change the Eli for NAPD Most Wanted soon though.) —
I'm going to experiment with a Nisei deck that use Cerebral Cast like a Sea Source for Scorched. Snowflake becomes gearcheck ice. Caprise protects a scoring remote like Ash. Future Perfect protects itself (maybe in archives with Shock). Ideally it would work like a Supermodernism-esque deck where you adv-score points to pressure the runner into making mistakes. Thoughts on this? —

This is by far the least popular card in the stealth suite. And that's a crying shame, because it's really not a bad card.

Compare it to the gold standard of fracters, Corroder. Corroder installs for two, boosts for one, breaks for one, and has a base strength of two.

If you don't have any stealth credits, BlacKat installs for four and boosts for two, which is gross...but it has a base strength of three, which helps to offset this slightly. If you're breaking a barrier with strength 4 or less, BlacKat gets you through at the same cost as Corroder, or even 1 cheaper if you happen to be breaking something with a strength of exactly 3.

But barriers have high strength, that's sort of the point--what they lack in punishing subroutines, they make up for in stopping power. And as soon as you start seeing Fire Walls or bigger, BlacKat starts to hurt badly for any runner without stealth credits.

With stealth credits, the kitty does become quite efficient. A Dyson Fractal Generator fueling a Corroder saves you one normal credit per turn--marginal at best. But on BlacKat, that same DFG will save you 3 per turn--either you spend the credit to break all the subs on Spiderweb, or you spend 1 stealth + 1 nonstealth where previously you would have paid 4 non-stealth credits.

One stealth credit makes NEXT Silver trivial. Two credits makes Hadrian's Wall reasonable, and three gets you through Heimdall 2.0 only 2 real credits. And if you can get up to 4 stealth credits, even an outside Curtain Wall will fall for only 5 out-of-pocket credits.

This is the problem, though. Getting to that many stealth credits means you cannot rely on Cloak and Ghost Runner alone--you have to use Dyson Fractal Generators if you want to be able to get through two big barriers in the same run. If you're not running Anarch, that kills influence at a truly alarming rate--3x DFG and 2x BlacKat is your entire influence package. And that's really, really hard to justify, when Corroder is only two, and is about as good most of the time.

This card is misleading. It looks small. It is not. It is big, in all the ways a breaker can be "big".

It is big in set-up time. Unlike its counterpart Dagger, it requires a minimum of two stealth credits to function. If the corp puts two sentries on the same server (say, Swordsman in front of Cortex Lock) it requires a massive FOUR stealth credits to get in.

This means that simply running Cloak and Ghost Runner isn't enough, at least not long-term. You are going to have to put in Silencers. Which brings us to the next element of bigness-influence. If you import three Cloaks into Criminal, that will already run you 6 influence, and if you try to add Lockpick and Refractor to the mix you can rapidly lose control. On the other hand, if you try to put even just one Switchblade and two Silencers into Shaper, that's 8 influence. And in either case, you still haven't yet splashed for a fracter (either Corroder or BlacKat).

But lets say you pull it off, you get your Cloaks and Silencers running so you're firing your Switchblade every turn. Then we see the last way that Switchblade is big--it absolutely murders ICE. Two stealth credits lets you break every sentry in the game (except for Janus 1.0, which needs three). Compare that to another "big" breaker, Garrote. It costs Garrote 4 to break Tsurugi and 8 to break Archer. If you phrase that as "two or four clicks on a Magnum Opus", it becomes immediately obvious how much of a challeng these pieces of ICE are to that breaker. But if you have two Cloaks, you can break that Archer every single turn without ever needing to click for credits.

Wait, though. A challenger approaches--the first stealth breaker ever, Dagger. Dagger is in a smaller weight class; it's medium, not big. It only needs one stealth credit to break most ICE in the game, meaning you only need one Cloak to be able to start checking ICE safely. It's in Shaper, meaning you don't need to spend influence if you're playing stealth out of that faction. And, in exchange, it's not as efficient, still operating on a pay-per-subroutine and +5/stealth strength boost instead of +7/stealth.

These inefficiencies only come into play in two places, though. The first is against ice with 3 or more subroutines. Most runners would agree that 1 stealth credit is worth at least 3 non-stealth credits, so it holds its own or breaks even with Switchblade on any ice with 3 subs or less. The other place is against ICE with exactly 6 or 7 strength--places where Dagger needs a double-boost and Switchblade needs only one. The intersection of these two points is Archer--it costs Dagger four non-stealth credits more than Switchblade to get through.

It's a tradeoff, and not one with a universal answer. Maybe Dagger's faster setup lets you snag the Astro off R&D that would have lost you the game. But maybe that extra cost on Archer keeps you out long enough that you can't steal The Cleaners, or doing so makes you broke enough for Midseason Replacements to tear you apart.

"The intersection of these two points is Archer--it costs Dagger four stealth credits more than Switchblade to get through." wouldn't they need the same number of stealth credits? Dagger would only need two stealth credits to boost and could break the subs with normal creds. —
Sorry, that's a typo. I meant to say it takes four non-stealth credits more. Switchblade needs two stealth, and Dagger needs two stealth and four normal. —