Umbrella is a cool card but having now existed for a few years, it doesn't seem to be that strong.

It doesn't typically find a home in anarch decks, even though you might think it could. Anarchs that install Botulus usually use Botulus to break the ice, and Umbrella would be superfluous. If the Botulus can't fully break the ice, you could play Poison Vial instead which has a lot of extra utility, against bioroids like Bran 1.0 for example. You might imagine that using Chisel with Umbrella is decent, but in practice I've never seen that work well.

Umbrella really only makes sense in Arissana Rocha Nahu: Street Artist decks, because for other runners it can be very clunky to get all the trojans in the right place to use umbrella to break ice and make a successful run.

As of Elevation release, many players are cold on Arissana Rocha Nahu: Street Artist because Madani might arguably just be better, having fewer restrictions and being usable on the corp's turn as well.

However, I think the main reason that Umbrella is weak is because of the text:

If at least one subroutine was broken this way, each player may draw a card.

On the face of it, one might think this is equally beneficial to the runner and the corp. However, I think actually, letting the corp draw a card on the runner's turn is more beneficial for the corp than the runner.

  • If the runner is running HQ and this happens, it may dilute agendas held in hand and help protect the corp if the runner does access HQ.
  • Many corp cards now require the corp to trash a card. So for example, using Umbrella to break one ice may provide fuel for cards like Anoetic Void or Boto
  • It's generally harder for corps to draw cards than runners, especially with the rotation of Rashida Jaheem. Runners generally have lots of draw engines like Diesel, Dr. Nuka Vrolyck, The Class Act, Verbal Plasticity, which are played in many decks. Runners usually try to get more than one card drawn per click. Corps typically don't or can't do this nowadays -- there is Predictive Planogram but it's more often used for credits than draw. Red level clearance exists but isn't widely played. There are not too many assets that draw cards either.

Some corps like AU Co.: The Gold Standard in Clones and The Zwicky Group: Invisible Hands have built-in draw and then perhaps this argument doesn't apply. But typically, when I'm playing as a corp and the runner breaks something with Umbrella, my position in the game is improved by both me and the runner drawing a card during a run.

It may be as simple as:

If the runner draws a card with Umbrella, they are already running. And so even if the card is good, they probably can't play it right now, and don't have the benefit of planning their turn around this card. They might only have one click after this run ends, and this new card probably won't have impact until the runner's next turn. On the other hand, as the corp, when I draw on the runners turn I will start my next turn with extra cards -- starting with 6 cards is likely to lead to me having a much better and more impactful turn than I would otherwise. And the impact of this draw is likely going to happen for the corp before it happens for the runner.

It's not easy to measure, but having played enough games against players that use Umbrella, I find that it "brings me joy" as the corp to see the runner install Umbrella, and when they break something and we both draw a card, it usually feels to me like I'm getting a significant advantage. Make of that what you will.

Lamplighter is, by many metrics, a pretty efficient ice:

  • 2 to rez, and generally 2 to break, although later on Echelon breaks it for 1 if the runner is not tagged. Particularly efficient against Carmen and Revolver which are very popular killers.
  • Fairly bad on a face-check, either giving a tag and ending the run, or forcing the runner to pay 3 (and not ending the run).

The trashing text seems like a big drawback, but can be worked around by only using it to protect assets. For example in AU Co.: The Gold Standard in Clones this could be used to protect Bladderwort, Cohort Guidance Program, Phật Gioan Baotixita, and then that text will never come into effect. Similarly it could be used in Poétrï Luxury Brands: All the Rage decks that use Scatter Field to protect remotes.

Compared to Whitespace, it feels similar in that it ends the run if the runner is too poor, but not otherwise, and a rich enough runner doesn't need a breaker to get past it. However, the cutoff for whitespace is 10 credits to run through it, while for lamplighter it's only 3. Another difference is that the runner can use Overclock and Cezve credits to pay the tax, due to the difference in mechanics.

Obviously, it's more attractive in corps that have other ways of tagging the runner, particularly, if they don't clear tags after Oppo Research then they have to break both subs of Lamplighter.

The biggest downside that I see to this ice is, similar to Palisade, it really would rather not be on a central server, although for different reasons. However, this can lead to much worse Turn 1's for the corp, if the only ice in your opening hand is Lamplighter. So, perhaps it's most interesting for corps that really are installing so many threatening assets that it isn't essential to ice HQ on turn 1.

I think it's totally fine to use this on central servers turn 1. Especially to defend HQ before even drawing your first agenda. Yes, it will probably trash itself at some later point, but until then, it provides a cheap and efficient tax. Certainly not the ideal use case, but not that terrible either.

A near-print of Immolation Script. The main difference is that it can hit assets and upgrades as well as ice.

Influence is also reduced to 2, but I wouldn't expect to see it much outside of anarch, since it's likely strongest in a deck using sabotage to put more cards in archives, or as a way to recover Audrey v2 counters after a purge.

Oftentimes, the corp is unprepared for this card, so sometimes it can have high impact when it lands. Taking out key defensive upgrades (Anoetic Void, ZATO City Grid) unexpectedly can help the runner crack into a remote.

Additionally, it can be more effective against corps like AU Co.: The Gold Standard in Clones and Nuvem SA: Law of the Land that tend to mill themselves, since more possible targets for Charm Offensive appear in archives faster.

The biggest drawback is likely that, early in the game, it may be a dead card, and it's ultimately highly situational what its impact is.

However, in many important matchups it seems likely to be able to do something useful, like snipe copies of Mercia B4LL4RD or Phật Gioan Baotixita.

Might be fun to splash in Tāo Salonga: Telepresence Magician, since corps often don’t ice archives against him.

You can't use this to put counters on Audrey, you're not accessing the card being trashed.

I've played about a dozen games with this console on jnet, out of anarch. Sometimes as Ryō “Phoenix” Ōno: Out of the Ashes and sometimes as René “Loup” Arcemont: Party Animal. The idea being that, these runners already want to trash HQ.

  • Trashing cards the corp already drew hurts their tempo more than trashing cards in R&D that they didn't spend a click to draw yet.
  • For these kind of "trash everything" runners, you need to have a plan for how you are going to disrupt corps that just want to kill you. Trashing the kill cards before they can get all the pieces together is a straightforward way.

Detente appeals in that when it takes a card, it's kind of a pseudo-trash. It's not in their hand anymore, they might be able to get it back, but they will have to screw around with clicking on detente.

If you hit agendas with detente, that's might seem ideal, because if they try to get the agendas back, there is at least some probability you will randomly access that agenda in their hand.

Also, if you trash detente itself, all cards on detente immediately go to archives. This also happens if you over-install detente or install another console. So that can be a way to close out the game if there are agendas on detente.

If you steal things that aren't agendas, the corp can try to click to get them back, and then you will get to randomly access one card.

  • You might get to trash something on the corp's turn, triggering René “Loup” Arcemont: Party Animal and triggering Cacophony if you have that installed. However, depending on the corp, you might access something with no trash cost. Or the cost might be too high to afford. So it's nice if you have a Gourmand installed at the end of your turn. (However, Gourmand don't often stick around.)
  • If you are running Audrey v2, a major part of the tactics is that the corp will try to lock you out and purge so that you can't trash anything and get anymore virus counters. However, if you have two cards on Detente and a Gourmand, then you will always be able to click Detente, access a card in HQ and trash it and get a virus counter, no matter how hard they purged you. So there is some synergy there.

However, that's pretty much all the good there is to say about detente. If you "steal" a bunch of ice or something, it may be momentarily annoying for the corp, but in most cases they can just click on detente once to get two of their ice back, with minimal risk.

Sometimes, detente can actually make the corps job easier, because it lets them hold onto important cards for later without needing to discard something else. Think about the runner Ayla “Bios” Rahim: Simulant Specialist -- she sets aside cards at the beginning that she can access for one click, and this makes the runner better, not worse. Detente at its worst creates a similar kind of side-board for the corp where they can access cards later if needed without clogging their hand right now.

The problem with Detente is that, on any given turn, if you don't have a Gourmand installed, and the corp is not currently flooded with agendas, then they can probably click on Detente without fear and get whatever cards they want back. Or, draw a card or two and most likely get to such a state. However,

  • Gourmand doesn't usually stick around, and I have yet to see any type of "infinite imp" constructions in current standard (Elevation).
  • If the corp is flooded with agendas, it sort of implies that you have not been running HQ very much lately. But that means that Detente has not been doing anything lately.

I've slowly convinced myself that Detente is too weak to be viable. Why not just play Docklands Pass, which costs less and costs less influence, and gives you a real access instead of the detente pseudo access.

Another card comes to mind that "hosts" agendas without technically stealing them -- Film Critic. That card was important to play around things like Obokata Protocol and Punitive Counterstrike in previous metas. Similarly, you might hope that with Detente you can host agendas on it without raising the threat level and being at risk of e.g. Measured Response or big Oppo Research, and then steal them all at once at the last second to win the game.

However, I think in practice that's fraught with peril. If I'm the corp and you have agendas on detente, and would otherwise be in kill range with Measured Response, then first click I'm going to click Detente, put two agendas back in my hand, and force you to access. There's going to be a significant chance that you hit one of the agendas, and then maybe I follow up with 2x Measured Response, possibly using a The Basalt Spire counter, when you don't expect it, and win the game right there. This risk happens because Detente allows the corp to force you to access cards one at a time. If you don't hit an agenda, great, I got my agendas back, now maybe I install it click 2 and score it next turn. Even if you, by chance, access and trash my Measured Response, trading MR for an agenda is likely worth it.

Even worse, if the corp clicks detente, you access, and you hit a Snare! or a Behold!, (or Tomorrowʼs Headline or Oracle Thinktank, ...) then you just got tagged on the corps turn and they have more clicks to kill you with End of the Line.

It's true that strictly speaking, the corp can't force you to access -- you can decline if you think you might die if you choose to access. But if you are afraid to take the accesses that Detente is giving you, then why are you playing it?


For criminals, it seems that you have way better consoles in Hermes and Swift, and I don't know why you'd consider playing Detente instead.


So, the art is cool, but I think this console is binder fodder:

  • It would likely be viable if the card were stronger, like, "click, add 2 hosted cards to HQ: The Runner may access 1 card from HQ at random, and may trash it at no cost even if it cannot normally be trashed. Any player can use this ability."
  • It might become interesting again in standard if future sets bring back the "infinite imp" stuff, or if some other card is created that helps you trash operations that you access.
  • Or in some other way generate value. For example if the runner somehow had the Maw effect also in play, that would be quite strong with Detente.
  • If the runner can somehow draw a card when the corp clicks detente and they access something uninteresting (ice or operations?), that might be enough to discourage the corp from clicking it.

Great review. (BTW, I also was hoping Elevation's Criminal console could give plus two memory. Which could be interesting on a card with so many intentional drawbacks?)

This console is in a really interesting design space where drawing a second copy can actually be a good thing! That at least means you can play three copies and have a good chance of getting your extra MU and the ability going more quickly without having to worry about dead draws later. I’m also happy for any extra interactions with Rejig.

@Ksym777 Detente also prophesizes the Promised Land of sleeving up multiple distinct consoles into the same deck (but that might be a false prophecy..)

This card looks very bad. However, it is actually quite good and valuable for Weyland decks using Regulatory Capture.

Taking bad publicity is generally bad. You're generally supposed to be compensated with money for taking bad publicity. This is why Hostile Takeover, Too Big to Fail, give you big money in exchange for taking it, so the corp accelerates their game to try to win before the runner get get too much leverage. This card, when you rez it, you LOSE 6 credits, and you take a bad publicity. And increasingly more bad publicity, not profiting from it at all (you profit a little if you are The Outfit: Family Owned and Operated.)

The trash cost is high, but its win con only lets you win after a ridiculously long amount of time, and the closer you get to winning, the easier it is for the runner to trash it. So as other reviewers say, it looks more like a Tik Tok challenge than a part of a legitimate strategy.


The point of this card is the following.

You play a big-money bad-pub weyland deck like The Outfit: Family Owned and Operated or Weyland Consortium: Building a Better World. You have 3x Hostile Takeover, big 3 pointers, and 3x Regulatory Capture. You probably have Punitive Counterstrike, to force the runner to play around that.

Good news, 8 turns went by. You scored 2 Hostile Takeover from hand. You scored Send a Message, simply IAA'ing it like a boss because you had 40 credits and the runner only had 15, and they had to respect the double Punitive Counterstrike. So you're now on 5 points.

That's when you install the Superdeep Borehole. You rez it at the end of the runner's turn, taking 1 more bad pub, to a total of 3. Now, the runner absolutely must trash this thing on their turn, or you will get to 4 bad pub on the start of your turn, and be able to score Regulatory Capture from hand for the win. If the runner is a Nyusha "Sable" Sintashta: Symphonic Prodigy on Tunnel Vision, odds are they won't get past your remote server ice on this short notice anyways.

Congrats! You managed to get 2 bad pub from the borehole. You can now simply Extract the borehole, you don't need any more bad pub, and its built-in win con is goofy anyways. Now you simply draw into Regulatory Capture and win the game.

What's that? The runner huffed and puffed and trashed your Superdeep Borehole before you could get a second bad pub from it? That's okay, install another. If they don't trash it (face down) before the start of your turn, you'll get your 4th bad pub and proceed as planned. If they do, they paid 6 to trash something that you didn't even rez.

Or, at this point, just draw into the third Hostile Takeover. Then you are at 4 bad pub. What's a runner to do.

So, particularly in the (Parhelion) startup meta, this card is key to any weyland decks that want to run Regulatory Capture, because this and Hostile Takeover are the only ways for you to get bad publicity in Parhelion startup. And while it may seem crazy expensive for what it does, because it gives you a path to score Regulatory Capture as a 2/2 from hand, it creates a win con that is actually very hard for the runner to disrupt. You don't need to have both a 3/2 and Trick of Light in hand, and have advancement counters on the board, to fast advance. You don't need to have Biotic Labor and a pile of money and a 3/2. You just need to have played normal weyland for a while, and at some point installed a borehole that stuck around for two turns. And you don't have to try to score a second 5/3 pointer behind ice to win anymore, which is often the achilles heal of Punitive Counterstrike decks, which gets mooted once the runner steals 4 points from R&D before you can win.


So, contrary to what other reviewers are saying, do not "install this early", and don't focus on the "when it is empty, you win the game" text on the card. Install and rez only when you are 2 points from victory so that all you have to do is draw into Regulatory Capture to close out the game.

note that the runner only pays $5 at most (not $6) to trash SDBH, because at least $1 is free from the bad publicity credits.

(nvm, you wrote "facedown", not "first turn faceup", you're right. Netrunner DB won't let me edit or delete comments e)

still, while scoring three 2/2 Regulatory Captures from hand is powerful, four bad publicity means the runner could run R&D four times a turn without getting bankrupted, no? and steal the Regulatory Captures before you can draw a fast advance them.

(sorry for the typos, but I use dictation and didn't catch them, and Netrunner DB won't let me edit the comments after posting.)

I like the plan with Punitive Counterstrike. It is a fun plan. But from experience, like @D4v1d-Gr43b3r says, by turn 3 (with 3 more turns to go), the runner can just run non stop with almost no penalty to their economy, allowing the runner to check centrals non stop. To remedy this, you could use Sandburg to make running more expensive for the runner. But then, there is always Endurance... Good review and nice ideas, thanks for sharing!