Logos

♦ Logos 4[credit]

Hardware: Console
Influence: 2

+1[memory unit]

Your maximum hand size is increased by 1.

Whenever the Corp scores an agenda, you may search your stack for a card and add it to your grip. Shuffle your stack.

Limit 1 console per player.

Illustrated by Agri Karuniawan
Decklists with this card

Honor and Profit (hap)

#37 • English
Startup Card Pool
Standard Card Pool
Standard Ban List (show history)
Rulings

No rulings yet for this card.

Reviews

Pros:

  • +1MU and +1 card in hand is nice.
  • Allows you to tutor what you need when you need it.
  • Allows you to fix a combo by tutoring the missing piece:
  • allows you to play cards in 1-ofs, thus:
    • saves slots in the deck
    • saving influence
  • The 'limit 1 per deck cards' are no loner an issue: Hades Shard, as an example.

For all these reasons Logos is the Console that fits a versatile toolbox deck the best.

Cons:

  • It competes with the most powerful Console in the game: Desperado
  • A passive Console that requires you to let the Corp score agendas.

Notable synergy:

  • Iain Stirling: Retired Spook as an ID, as it fits the game plan.
  • Logos + The Source + Fall Guy: When the Corp scores, instead of trashing The Source, trash a Fall Guy and immediately tutor another Fall Guy etc.. Unless the Corp scores twice in the same turn, there is a big chance The Source remains in play the whole game long.
(Up and Over era)
289
Also goes great with Leela Patel and Gang Sign, stacking up these "When the corporation scores.." effects from Blue could really force a nasty bottleneck in HQ, right where the Criminals like it. —

Yup, Logos, Gangsign, HQ interface, and Maxwell James is a brutal combo. If you hit an agenda in HQ, you can derez a piece of ice, bounce it back to HQ, tutor a card, and acess 2 additional cards from HQ. It creates a situation where the corp is afraid to score an agenda while they have another in hand, leading to Agenda backup in HQ and increasing your odds for a devastatingchain effect turn that can sometimes win you the game outright.

I just want to throw it out there that this can be used as a consistency pick if you don't want the ability from another console more.

There are many ways to get screwed by draws and this gets around all of them. If you don't have money, get a money card. If you don't have breakers, get a breaker. If you have a 1 of in deck that you could really use this match, then you have it.

It sucks to let them score agendas, for sure. That's never the goal. Even if you have this out you still want to score stuff, obviously. Realistically, they are probably getting one or two through anyway with whatever tricks they are using.

I don't think this consistency is something that should just be pushed aside either. Whatever your game plan is, there is probably some card or series of cards that you want to see every game. Sometimes, that doesn't happen even if you burn through 20 cards. This console helps ensure that your 3x Account Siphons or whatever aren't the last 3x cards in your deck. If that's the card you want this matchup, it's pretty likely you won't have to play the whole match without it.

That's really not bad as a console ability.

Would anybody use an ID that said "After drawing the normal 5 cards at the beginning of the game, look through your stack and take one and put it in your grip"? You don't even have to show it to the opponent That ID would at the very least be "good". Maybe not the best ID, but a solid choice. This console isn't that, but it's somewhere in the same ballpark.

(Quorum era)