Spoilers plus Brain Cage in a 1MU console. This is priced like +2 hand size and/or 1-2 sabotages are a major benefit. Unless some crazy synergies get printed around brain damage or trashing your own cards at random, this looks kinda lousy for a console.

Feels like it's meant to combo with Esâ Afontov: Eco-Insurrectionist, but yeah, I'd rather have a Brain Cage too. Maybe Esa wants both?

Yeah, if you're ALL IN on Esa and think the game will go like 8+ turns, having both Brain Cage and Marrow feels like it might work. I don't have a good handle on how many Esa triggers I should be aiming for. Most brain damage cards aren't exceptionally good.

Marrow, Brain Cage, Light the Fire!, Running Hot. Is anything else worth considering? Is anything else even still legal?

Ah... Begemot and Ghosttongue. Hrm.

Definitely feels like I'm slotting mediocre cards just to trigger Esâ. I don't want any of those cards in my deck except LtF.

Ghosttongue looks excellent. Light the Fire is a lot of work if you're mainly using it for 2 sabotage. If you're not getting a lot of value out of trashing all of the cards in a server, Chastushka feels more efficient if you can swing a run on HQ.

It's super early but my hunch is that Esa's highest and best use is adding 6-10 sabotage onto an Augustina deck. I don't think these 6-10 need to happen early and it's okay if it takes a while to find the cards that cause them.

Okay, I've come around. I was testing an Esa virus deck and I think you got it exactly right. Sabotage starts out just okay, but the 16th sabotage is worth a whole lot more than the first.

I'm testing in Startup and it's quite powerful. I'm not generally sold on Ghosttongue, which seems like a worse Prepaid VoicePAD, but in Esa, definitely. And Begemot is a beast, especially with Pelangi... more synergy with Avgustina Ivanovskaya and The Nihilist.

Pros:

  • Finally, a counter to Hakarl!
  • Spectacularly bad choices make for great stories
  • Anyone who introduces themselves with "The crisis is here" has stories for days

Cons:

  • Hard to wage an eco-insurrection in a $5000 couture parka
  • Uninteractive milling effects: if your first introduction to Netrunner is playing against a sabotage deck, I am so sorry, it gets better
  • Maxx ran off with all the good stimhacks. Most of the remaining Esa triggers aren’t great cards.

traditional clothing that keeps you warm and looks nice is not "$5000" (lol). also… Buryat, Sámi, and many other indigenous Siberian/Arctic peoples wear bright loud colors without being rich.

anyways: (a) sabotage is more interactive than milling, since the Corp can just trash bad cards (or even ambushes like Shock!) from HQ, rather than trashing unknown/random cards from R&D.

(b) Esâ's core damage triggers is finite & small (it's a countdown), even if it weren't limited to once per turn, while Noise's virus installation triggers are frequent & recurrable. it's easier to install-over two empty Imps, then Déjà Vu & reinstall them; it's harder to keep increasing your maximum hand size with cards like Marrow.

and (c) If you say "beginner players hate getting milled out" (true) but don't also say "newer players love building mill decks and milling out older players", you're ignoring how fun (for most players, in most games) alternate win conditions are. they're one of the best ways to help a beginning player become an intermediate player, by building their first jank mill deck. it's what I do when I learn any game, and it's what I see when I teach any game. removing all mill from NSG sets (or even just from intro sets like System Gateway, or even just all competitive mill cards, or so ob) would not necessarily make them more beginner-friendly, since it's not just about preventing very negative experiences, it's about providing very positive experiences. and (like it or not) beginners love milling.

This parka definitely costs a lot more than Draco’s yoga pants

when you buy Rainbow clothing as a tourist in bolivia, you pay the gringo ya,

when you buy rainbow clothing as a tourist in Bolivia, you pay the gringo tax. when a Bolivian person makes clothing with colors, or buys it from a factory, it's cheap.

an eco-extremist who's sabotaging Jinteki factories and research facilities, has thought about how to make clothing and grow food without Jinteki's slave-clone labor.

runners modding computers and their own bodies is accepted worldbuilding, but an environmentalist modding a parka to be warmer and more colorful elicits incredulity.

(a) There is little difference between milling cards from RnD and thrashing them from HQ. In both cases you are remvoing your win conditions.

(b) The damage you can do is finite, yes. But it is not negligiable. Esa itself can sabotage 6-8 cards each game. You can mill 8 cards in general with Chastushka. You can be a mini Noise with the resource. Time bomb is unprevenable, etc, etc. The deck also just builds itself, write x:sabotage and go to town. It's not interesting deck building nor it is fun to play against. It is apalling to me that the designers learned nothing after years of playing agaisnt Noise and DLR mill decks.

"Little difference between milling cards from RND or trashing them from HQ." I'm not sure on this. Esa is bad enough at doing typical runner stuff that I think an Esa deck is banking on a small number of runs on central servers winning the game. Giving the corp the ability to choose HQ cards instead makes sabotage weaker even if they use it relatively rarely.

Against Esa, I feel pretty confident throwing away HQ cards even if it SEEMS more inefficient than throwing away unknown R+D cards because Esa is bad enough on economy that I am confident that I will win if I can minimize the amount of agendas getting sabotaged. On paper an HQ card SEEMS more costly to give up (because I am giving up a resource that I have paid ~ a click for) but I like to think of this as me paying a click looking for a card which is safe to pitch against a runner who is desperately searching for agendas and has less than normal long-term viability. When I'm facing a runner besides Esa, letting sabotage hit R+D is my default option because non-Esa runners are more viable to win on sabotage value even if they aren't sabotaging agendas.

At $1 this is priced like a Spoilers rather than a major character ID in a non-ID slot. A $1 price feels like probably a misread on how many cards will be sabotaged and/or how much a sabotage is worth. I'd guess that $1 Augustina will easily produce 50-75% as many pseudo-accesses as a $6 Maw. Maybe 100%+, Augustina gets installed a few turns faster and can trigger on the Corp's turn with cards like Gachopon. I hope you love those Maw MU.

The main drawback to Augustina - and this is huge in Standard - is that she demands like 10+ virus deckslots to justify her own 1-3 deck slots and building around viruses is much harder for Augustina than when Noise decks had Parasite. (This could cause problems in Eternal, though -- it adds a lot of value to something Noise decks are already doing to great effect).

I agree, I feel like 3<span class="icon icon-credit"></span>s would be more reasonable for her ability.

Yeah, it's literally Noise but for 1c. Seems too strong right now.

On the plus side, Augustina only fires once per turn, and runner recursion is weaker now than it used to be.

Maw seems like a poor comparison to me - a large part of the value of Maw triggers comes from hand disruption, which Avgustina doesn't do at all unless the corp lets her (and even then, random discards are so much better).

"Noise but for 1c?" I gotta say, I feel like the difference in power between "Once per turn the corp discards a card and gets a choice of a worthless HQ card or a random card from RnD" and "Force the corp to mill 1 off RnD as often as you like, and are able" is huge. Not to say that this card might not be overtuned, but Noise for 1c this ain't.

I think the Corp chooses to burn the top card of R+D 80%+ of the time. There are a few situations where a sabotage is much weaker than Noise’s R+D hit, like Regenesis, but overall Augustine works a lot like a Noise resource.

This card does a LOT of work.

It creates excellent value against pretty much every card a corp can install inside a server. It is often the most efficient option in the card pool for dealing with a defensive upgrade, an economic asset, or a kill threat like Dr. Keeling. Compared to the Boomerangs you might have previously been using for this, Pinhole is a click cheaper, $1 cheaper, and is effective against almost any conceivable defensive setup (including Anansis and Acme Data Wards and Skunkworks that Boomerang would struggle with).

It also helps you avoid unnecessary runs by letting you gather information on whether an install is or is not a must-run agenda, and helps you plan against defensive agendas. (If you've ever run into a Bellona without $5 available to steal it, or have whiffed on a Mad Dash, you'll appreciate this).

If you're on Apocalypse, this is probably the easiest way to deal with Crisium Grid.


Eternal

In Eternal, the interaction with Film Critic looks game-breakingly powerful? (In Standard, stealing an agenda is the ~only thing Pinhole Threading can't do. In Eternal, grabbing agendas with Film Critic is probably PT's highest and best use. This is way too much value for a $1 card, particularly one which is useful in many other situations.

This card would be reasonable if ice were more meaningful. The costs of giving up an early Boomerang/Botulus run or of mulliganing into a 0-1 ice hand should not be this high. Losing a HQ ice to Hippo already kinda sucks, but it shouldn't suck this much.

Comparisons: Maker's Eye accesses 3 cards from R+D for $2 in a faction known for targeting R+D. Legwork accesses 3 cards from HQ for $2 in a faction known for targeting HQ. Chastushka trashes 4 cards (usually 3-4 unknown to the corp) for $3 in a faction which has more viable threats on the other central servers.

I think the breaking point for sabotage as a win condition is probably around 15-20 sabotages. Augustina can deliver maybe 5-7 uninteractively before most corps can reach a win condition. Esa, maybe 6-8 uninteractively. Either of these requires a lot of deckslots and clicks. Chastushka delivers 4 in a single run event, potentially on top of 3 more from a ticking Time Bomb.