Shred

Shred 1[credit]

Event: Run

Influence: 1

Run any server. The first time the Corp would end that run, prevent the run from ending unless the Corp reveals and trashes X cards from HQ at random. X is equal to the number of cards in the root of the attacked server.

The volume is the message.
Decklists with this card

Elevation (elev)

#5 • English
Startup Card Pool
Eternal Card Pool
Printings
Rulings
  • Updated 2025-06-30

    If the Corp resolves an “end the run unless” ability, such as the ones on Funhouse, Semak-samun, and Manegarm Skunkworks, but the “unless” cost is paid, can Shred still prevent another effect from ending the run later?

    Yes. The requirement after “unless” in each of these abilities is a nested cost, and is paid or not paid before handling the “end the run” text. If the cost is paid, the game never reaches the point where the Corp “would end that run”, so the trigger condition on Shred’s nested interrupt ability is not met and can still be met later in the run.

  • Updated 2025-06-30

    If the Runner uses Banner to prohibit a barrier from ending the run, can Shred still prevent another effect from ending the run later?

    Yes, Shred's nested interrupt ability can still apply later in the run. An effect that cannot happen does not become part of the expected effects of an imminent instruction, so an “ End the run.” subroutine affected by Banner's ability does not count as something that “would end the run”.

Reviews

Shred (🎸) “melts” any single EtR-effect,

Notes

such as:


In particular, it converts a single ↳ End the run. subroutine into ↳ End the run unless the Corp reveals and trashes 1 card from HQ at random. (at the worst-ish). CF. Lucky Charm.

For example, Shred can:

  • “melt past” a singular gearcheck;
  • unless the Corp suffers “1 HQ damage”;
  • while still triggering Phoenix (since the EtR-sub was not broken, yet the ICE was passed);
  • thus forcing the Corp to suffer “1 HQ sabotage” anyways; CF. The Corp trashes (1 card at random or) 1 card of their choice from HQ.

Like Light the Fire!, Shred “attacks” (requires) larger server-roots (X is the number of cards in the root of the attacked server.), which makes it implicitly (but not necessarily) a Run a remote server. event.

For example:

  • If the Corp is defending an agenda alongside SkunkVoid, they must Trash 3 cards from HQ at random..
  • If the Runner has two clicks or five credits to spare (for the Skunk), the Corp must (have and) trash 5 cards from hand. Even a six-card PD couldn't retrigger Void (IIUC).

Flavor

Besides obviously “shredding” headquarters into archives, the flavor-text puns on The Medium is the Message” . Some punk music can literally be about (IE. “the message”) volume/venue (IE. “the medium”).

Custom

PS.:

1) Why is the EtR-prevention preventable? I'd made a cycle of “Effect-quashing Run-events”, where the Criminal one gave you one hard EtR (CF. Lucky Charm), like:

[$1] Sneak
Event: Run
[criminal 2/5]
Run any server.
The first time a Corp card ability would end that run, prevent the run from ending.

It's an Inside Job variant, where the bypass gets “smeared”: not limited to the outermost ice, but limited to a single subroutine/effect. (I don't think it makes reaching servers too easy, but there's probably something I'm not thinking of.)


2) What if Shred had a Fracter subtype for Rising Tide? Because it can “frac through” any single-sub Barrier (even a high-strength Tree Line), like a “red Inside Job”.

Once Rising Tide was spoiled, I'd made the above into a cycle of custom Run - Fracter|Killer|Decoder cards, like:

[$0] Shred!
Event: Run - Fracter
[anarch 2/5]
Run any server.
If a barrier ability would end that run, instead prevent that run from ending.
(Subroutines are abilities.)

However (since Events are self-trashing), the problem is that you could just spam Shreds to “place 3 strength counters” on a Rising Tide. Some solutions would be: a one-per-namesake limi; a binary (non-scaling) check for non-icebreaker fracters; an option (for the Corp) to RFG the event; or so on.

(Rebellion Without Rehearsal era)

What a card... Good intend, okay delivery, but will probably be only for niche decks.

Check the review of D4v1d-Gr43b3r, it is week written. I will add a different perspective.

From my point of view, Shred is good for two uses :

  1. Early game, while waiting for a solution to break ice, to challenge a remote with an agenda.
  2. Late game, against a remote with lots of upgrades, to force the corp to trash a lot of cards from HQ.

In the early game, face checking an ice, where the corp can still end the run at the cost of ONE card from HQ, and AFTER getting hit by the subs of the ice... What an awful proposition. There are almost no cases where this is good for the runner.

In the late game, if you have only Shred to pass that remote with 2 upgrades and an agenda, then it would be good ONLY if the corp would be forced to trash agendas from hand to do an end the run, and that you have at least one click to check archive after. Very niche.

So, where would it be good then? In my opinion, it would actually be to run HQ or R&D. In both case, if the corp has one ice to stop you, they would be forced to trash something in HQ to stop you, or let you through, both of which are actually good for you. And if you are Ryō “Phoenix” Ōno: Out of the Ashes, they would still trash something from HQ, since it would be a successful run, meaning it is a "damn if you do and damn if you don't" situation for the corp. As such, it is a good way to pressure the corp. It goes to show that this card is made for the ID that represented on the art : Ryō “Phoenix” Ōno: Out of the Ashes.

Art is amazing, worthy of being on a playmat. Quote and name, along with the art and effect, goes like a symphony. Good job!

(Elevation era)
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