This is going to be a must-have for the classic shell-game Jinteki: Personal Evolution decks I predict.
Previously, the highest tempo move that can be made by such a deck is, installing 3 cards.
- If the 3 cards are, say, Urtica Cipher, Snare!, and an agenda, and the runner runs all three, they will take 6 net damage.
- If the runner didn't start with 5 cards in hand then they don't have enough clicks to draw up to 6 before running.
- If the runner gets lucky and hits the agenda first, they may stop running, but they won't know if the others are agendas (or Ronin's) which could kill them later.
- The existence of Sting! also compounds the difficulty. Also throw in False Lead -- if False Lead has already been scored, then this turn the runner could hit the Snare first and then lose the rest of their turn, and then die to the Sting that they didn't run. etc. etc.
Now, the highest tempo move will be play Mitosis, then install a third card.
- If Urtica Cipher is under the Mitosis, then it's now 4 net damage if you hit it, significantly amping up the threat of running even one of the cards. If you run both cards then you may sustain 8 net damage. You might survive if you started with 5 cards and Earthrise Hotel on the board and you drew once before running, or if you have tricks like Steelskin Scarring, but lacking such a trick most runners won't survive. So the corp will know if that Urtica cipher is one of the cards under Mitosis, the runner most likely cannot afford to run the second card.
- Sometimes the runner may be able to reason that both cards cannot be Urtica cipher, because two are in the bin. Or, they see one in the bin, and think it's unlikely that the corp already drew all three. However, it is also possible that the corp played Mitosis on Urtica cipher and Snare. Normally Snare cannot be advanced but the text of Mitosis allows you to play cards that cannot be advanced with it and put advancement counters anyways. So sometimes, a runner may see 2 Urticas in the bin, decide that the other card cannot be Urtica cipher and reason that it probably can't do more than 2 damage to them, and run it, and then die to Snare. (It may feel bad to put advancement counters on Snare, but you can also use them with Trick of Light later)
- If the corp uses Mitosis and one of the cards is Cerebral Overwriter, and you run it, this will cripple your ability to contest Mitosis plays in the future. Using Cerebral Overwriter with Mitosis is obviously much higher tempo than just IAA'ing it normally, and that weaker move was already considered viable.
- If the corp uses Mitosis on Ronin and Clearinghouse, and you don't run either, then the corp can do 2 meat and 3 net damage on their next turn.
- If the corp uses Mitosis and one of the cards is a 3 pointer, then the corp can make a lot of progress towards scoring out, and force you into bad decision making.
If False Lead has been scored, then you may not be able to safely contest the Mitosis play at all (!).
- If one of the Mitosis cards is Urtica cipher, you have a 50% chance to hit it and take 4 net damage. If you started your turn by drawing up to 6 on first click, then you now have 2 cards in hand after you hit it.
- If the corp uses False lead after you initiated the run, then they could kill you on their turn if, for example, the other Mitosis card was Clearinghouse, and the 3rd card they installed was any 3/1 agenda. Or, if the other Mitosis card was Ronin.
All this analysis speaks only to the pressure the card creates on the runner (because the card allows the corp to essentially get 4 clickless advancement actions). But even from a credit point of view it's favorable to the corp -- you only pay 3 credits and get 4 advancement tokens. This would probably be a great card even if it cost 5 or 6 credits to play.
If the runner has no program to trash does it default to end the run ?
— roorunner