For when you absolutely, positively, have had enough of asset spam.

Is your opponent sitting there looking like an asshole with three Museums of History and a Mumbad City Hall? They think you can't trash all the Museums at once, and if you trash one they'll just shuffle it back in with the other two, tutor for it with the Hall, and rez it with their three Mumba Temples, which, by the way, they also have.

Fuck that shit. You're fucking Whizzard, Master Gamer. You have a legion of Scrubbers at your beck and call. When you trash something, it doesn't come back.

Yeah, you have to pay the trash cost, so you can't Imp it, and Industrial Genomics is still a pain. And yeah, you only get one per turn per copy of Slums. And yeah, if your opponent is playing an operation economy it makes you look like an idiot.

But isn't that a small price to pay? Isn't it worth it to wipe that smug look off their face, and say "We're playing by my rules now?"

Take back the meta. #slottheslums

Don't forget that it will have SOME relevance against literally any corp deck, since it gives them less things to jackson back into their deck. —
And also less Jacksons with which to Jackson anything. —

Serious question: would you rather have a pocket giraffe or a dwarf elephant?

Another serious question: would you rather have two credits or two cards?

In general, the answer is "two cards". It's easier to turn cards into money than it is to turn money into cards. Point to Patron.

They're both three influence. Tie point.

Patron costs you three credits to install, compared to SecTest's zero. Point to Security Testing.

Patron is a connection. That means you can host the elephant woman in your apartment, you can call in a favor, or tutor for her. Point to Patron.

Security Testing is in faction with Desperado, while the best Patron has to offer is DaVinci. Point to Security Testing.

Score: Patron 2, Security Testing 2. So it's a tie. The answer, then is to run both, in a Criminal deck with Desperado, Career Fair, Hostage, and run econ like Dirty Laundry, Account Siphon, and High-Stakes Job.

Although you can run both Patron and Security Testing, they're both "instead" effects on successful runs, so only one can apply to a run. It's too much to ask for two empty servers you can run on to get both effects each turn so you're probably better off finding good Shaper decks for Patron. —
I don't think it's at all impossible to imagine shaper (or crim) decks using this alongside faust. You'd probably want to splash datasucker into the shaper version though. —

As I've said in some of my other reviews, the economic value of a card is the number of credits it gives you for doing things you would have been doing anyway. Sure Gamble gives you 4 for one click, which is 3 more than clicking for credits, so it has a value of 3. If you use Dirty Laundry to make a useful run, then you're getting a net gain of 3 for no extra cost--but if you make a throwaway run on an empty Archives, it's only a value of 2. With me so far?

Playing the first Exclusive Party costs you a click, and draws you a card. Assuming you would have clicked to draw that card anyway, that means you're getting your value back, and nothing else (remember: events don't go into your heap until they resolve.) So the first Exclusive Party has an economic value of 0. Gross.

But every one after that causes it to creep further and further up the economic tree. The second is as good as an Infiltration for cash. The third is an Easy Mark. The fourth is a Sure Gamble. The fifth is a cheaper Lucky Find. And the sixth is...well, there isn't a comparison, but it's damn good.

Since you have to get through the low-value versions first, another way to look at it would be the average value per card. Playing three Parties gives you 1 per play on average, four gives you 1.5, five gives you 2.0, and six gives you 2.5.

Looking at typical economy options, most players won't bother playing a card with an economic value below 2. Easy Mark (with a value of 2) does occasionally see play; we'll call that the minimum to be playable.

So to really justify including Exclusive Party, you need to be confident that you will see at least 5 of them per game, and 6 fairly frequently. Which basically means you need to be drawing your entire deck. Every game.

That's a big ask. Of course, many decks do draw their entire decks (LARLA sees play for a reason), and you're already going to be drawing through six of them with Exclusive Parties, but they just aren't enough. You are going to need some way to draw cards faster, whether that's Wyldside, Geist, or the brand new Patron.

Note, however, the anti-synergy with Professional Contacts and Symmetrical Visage. These cards don't draw you cards any faster, they just give you money when you do draw cards. Since this is the same effect as Exclusive Party, and they don't combine, you're better off picking one or the other.

So if you're already playing a draw-heavy deck, Exclusive Party lets you earn money as you slurp up your stack. But this brings us to the next issue: card slots.

See, there's enough diversity in the Netrunner card pool that you want to be able to counter whatever gets thrown at you. There are an enormous number of silver bullets, some of which (like Clot or Plascrete Carapace) are the only thing standing between success and failure against certain decks. Including six Exclusive Parties means you have six less slots to spend on these cards. But having less than six means you won't see enough of them to be worth including at all.

So I guess the conclusion is this: if you're playing a slow archetype that wants to draw its entire stack every game, and you're okay having fewer deckbuilding options, and you're either in Criminal or have six influence to spare, maybe try Exclusive Party.

I think it should just be pretty alright out of Andy. If you can discard one or two from your opening hand by running, then the rest become pretty alright. —
Οk question. Why does the Sure Gamble has a value of 4 but the Easy Mark a value of 2? (as opposed to 3?) You are either counting the click as a credit in the Easy Mark example but not in the Sure Gamble example or i am missing something. —
@Letsaros - I think you misread. It says SG gives you 4c but has a value of 3c. —
If you had 25 influence to spare and a 50 card deck, wouldn't this not be a bad idea to include? Referring of course to Sunny, who benefits from that extra bit of coin, but more importantly some additional card draw. —
1 card is usually more valuable than 1 credit, though. This is why Diesel is a better card than easy mark. Speaking of Easy Mark, if your stack were nothing but 40x Easy Mark, then drawing a free card would be worth either 1.5 credits or 2 credits depending on how you count. —

You usually have to count in the click you spent to draw it (unless you have it in your starting hand so effectively 1/9 of the times the first play is 1 card for 1 click and the other times it´s 1 card for 1 click)

There are two ways to play this card.

Way One is the safe way. You set your board up so you have an extra click on the turn you plan to score an agenda: maybe you install-advance-advance a 4/2, for example. If it survives the night, then next turn you play Clones Are Not People, advance-advance and score, If you do this, you're spending a card, a click, and 3 to get yourself an agenda point. This is pretty reasonable, but probably not worth 3 influence out-of-faction.

Way Two is the Jinteki way. This is where you play CANP, and threaten to score next turn. The ideal play would be: click one CANP, clicks two and three Mushin No Shin.

This is a terrifying move. Mushin No Shin is already a scary card, since it threatens a Junebug flatline or Cerebral Overwriter, weighed against the possibility of them scoring The Future Perfect.

Most runners, when presented with that dilemma, will not run that card unless the corp is already at 4 points and threatening a win. You can always come back from an agenda deficit, but you can't come back from flatline,

But when you raise the stakes with CANP, you are asking them: are you willing to give away FOUR points? Four is a lot more than three. Here, I expect most runners would take the risk and go for it.

Of course, raising the stakes means you have more to lose. If you WERE trying to score an agenda, and the runner snags it, not only do you lose the agenda, but CANP dies as well.

But if you feel like wagering the outcome of an entire game on a single decision, Clones Are Not People + Mushin No Shin is a fun way to go.

If you Mushin out a trap and keep a Clone Retirement in hand it becomes a Xanatos Gambit. —
Even worse if you use the Medical identity where you only need 6 points to win and then use some Clone Retirements or Medical Breakthroughs maybe? —
If you really want to play games with the runner, after CANP is out and you mushin out your trap/ agenda and they decid not to take the risk, play an offer the can't refuse to up the stakes further if they take it they really risk death if not they are at game point if you score it, assuming you are currently at 0 points —
Offer you can't refuse can only force the runner to run on centrals. :(. Bullfrog maybe? —
The Mushin/CANP combo is quite interessting with Global Food Iniative: You create a situation where you can score 4 points, but only loose two if the runner steals the Agenda. —
You could always play CANP on the turn you're going to score the agenda, unless its a Vanity Project. So Mushin + CANP play doesn't really make sense if it was an agenda so its most likely a trap. Of course, if both players know this, it becomes another mind game that can dissuade the runner from running the card or persuade them to do so. —

The third piece of consumer-grade hardware as here, and I personally find it to be the more interesting and exciting of the bunch.

Let's actually look at the second ability first. ": Look at the top card of R&D." If nothing else, this means that it's worth the click to install Spy Camera. Knowing the top card of R&D is immensely valuable, because it lets you make targeted runs to snipe out agendas, and also because you can predict the corp's game plan better. Two cards have given you that ability before Spy Camera (namely, Deep Thought and Globalsec Security Clearance) but for substantially higher costs and drawbacks that aren't feasible in many decks.

And you get this as a trash cost, so Geist is happy, as is anyone running Tech Trader.

The first ability, though. If you only have one out, you can only click to look at the top card of your stack, which is not particularly useful since you could have just drawn it. You could potentially peek and Oracle, spending two clicks for a card and 2 but that's a weaksauce combo compared to Motivated May (which is also not very good). Ditto for Eureka!.

But on the other end of the spectrum, when you have all 6 out, you have an immense amount of control over your draws, and knowledge of the future. Looking for your Corroder? If it's in the top six cards, move it to the top and grab it...and now you know what the next five cards you will draw will be, letting you plan your turns more efficiently. Likewise, you can use it to find that Account Siphon when you have a window for it, or an Inside Job when you need one.

The problem is getting enough out for the peek-and-sort to be worth using. Replicator helps, but even with accelerated draws it's still 6 clicks to play them all. Is that worth it? Maybe. It does work nicely in Hayley, since she can just spam them out, but running 6 Spy Cameras is six influence, which is a big ask.

Spy Camera feels like a combo card, but the other parts of the combo don't seem to exist yet. Keep an eye on this one for the future, but for now play it for the free R&D look, not for the stack-sorting.

The other parts needed are in Apex —
Worth noting that R&D pressure is harder to come by for Criminals than HQ pressure. Spy Cameras apply a little, pressuring the corp to ICE up R&D harder or risk losing agendas to snipes, which is a nice benefit to be able to get without spending influence. —