0[credit]: Break 1 barrier subroutine. Use this ability only once per turn.
The first piece of ice the Corp rezzes each turn costs 1[credit] more to rez.
The first time each turn you trash a card you are accessing, gain 1[credit] and draw 1 card.
The first time each turn you encounter a piece of ice, it gains code gate for the remainder of this run.
Whenever you take 1 or more tags, if you had no tags, you may install 1 connection resource from your grip, paying 2[credit] less.
As an additional cost to trash a connection resource with the basic action, the Corp must trash 1 card from HQ.
The first time you make a successful run on HQ each turn, you may expose 1 card.
The first time each turn you make a successful run on HQ, you may choose 2 cards in your heap. If you do, the Corp removes 1 of those cards from the game, then you add the other card to your grip.
Whenever an agenda is scored or stolen, you may swap 2 installed pieces of ice.
The first copy of each program in this deck does not count against your influence limit.
The Corp starts the game with 1 bad publicity.
3[recurring credit]
Use these credits to trash cards.
Draft format only.
You must maintain the order of your heap.
Whenever you trash a Corp card, if you have more [anarch] cards installed than any other faction, shuffle the top card of your heap into your stack.
Whenever a run on HQ or R&D ends, you may gain 1[credit] for each time you accessed a card during that run. Use this ability only once per turn.