Otto Campaign

Otto Campaign 2[credit]

Asset: Advertisement
Trash: 2

Influence: 3

When you rez this asset, load 6[credit] onto it. When it is empty, trash it and gain [click][click].

When your turn begins, take 2[credit] from this asset.

“Don’t be scared of the Ottos, kiddo. They’re building our future!”
Illustrated by Mauricio Herrera
Decklists with this card

Elevation (elev)

#40 • English
Startup Card Pool
Eternal Card Pool
Printings
Rulings

No rulings yet for this card.

Reviews

Design

Like Nico Campaign, Otto is a three-turn drip, with an extra payout afterwards, but +[click][click] versus +3[$], Draw 1. NB. Nico’s gives you twice as many “units-of-value” (unless you're scoring agendas, spamming assets, using abilities, or so on with Otto’s).

Like MCA Austerity Policy, Otto is a three-turn “countdown”: if you can protect it for those turns, you'll gain two clicks (for a five-click turn, enough to FA 4/2’s or NA 5/3’s). NB. Otto’s last drip (take 2[$] from this and gain [click][click]) funds two basic-advances (1[$], [click]: Place 1 advancement counter.) flush.

Very cool.


However, once they know about it, the Runner has two full turns to trash it (to build up econ, to find breakers/Boomerang or a Pinhole, or so on); most of the value being on the ‘pop’ and not the ‘drip’ (unlike Nico or MCA). So if they trash it on the ‘eve’, you've only ‘drained’ a few credits. (IE.: you're up two credits over the rex-cost, they're down two credits for the trash-cost; you've spent a click to install and they've spent a click to run it, but you've also spent the card itself.)

IMO, Null Signal should print even more such “Dripping-Countdown” campaigns. Both with economy bonuses (like Otto, or costlessly-installing, never-advancing, etc), as well as with offensive bonuses (like damage, tags, trashing installations, zapping credits, de-allotting clicks, etc).


Custom

Relatedly, I had a custom Jinteki asset with Do 2 net damage after dripping for three turns (CF. Urban Renewal), as well as a Weyland one with Trash 1 installed resource. The Netrunner Reboot Project released an NBN one with Give the Runner 1 tag (Engagement Metrics). Although I prefer NSG's briefer minigame of “protect for two-turns-rezzed” (three-turns-total). For example:


[$2] ASSET [-$2]: Advertisement - Hostile [jinteki 2/5]

When you rez this asset, load 6[$] onto it. When empty, trash it, then do 2 net damage.

When your turn begins, take 2[$] from this asset.


[$2] ASSET [-$2]: Advertisement - Hostile [weyland 2/5]

When you rez this asset, load 6[$] onto it. When empty, trash it, then trash 1 installed resource or virus.

When your turn begins, take 2[$] from this asset.


Alternatively, a cycle of in-faction-pie “Fast-Advance Countdowns”, with “Tempo Drips”. For example (these are very messy first drafts!):


[$3] ASSET[-$3]`: Facility [jinteki 3/5]

When you rez this asset, load 3 power counters onto it.
When empty, trash this resource. You may swap 1 facedown card in Archives or HQ with a card installed in the root of a server. If you do, place 1 advancement counter on the swapped-in card for each power or advancement counter hosted on the swapped-out card.

When your turn begins, remove 1 hosted power counter. Gain 1[$] and draw 1 card.


[$3] ASSET [-$3]: Facility [weyland 3/5]

When you rez this asset, load 3 power counters onto it.
When empty, trash this resource. Install up to 1 card from HQ, ignoring all costs. If you can advance it, you may move 1 advancement counter from each of up to 2 pieces of ice to that card.

When your turn begins, remove 1 hosted power counter. Gain 1[$] and draw 1 card.


(Elevation era)

Cool asset, it has the merit of baiting the runner to make a run within the next 2 turns of give an agenda to the corp.

But otherwise, it is sometime a trap. Why?

  1. It takes 3 turns to give you the main benefits (+2). That is a LONG time to let the runner trash it.
  2. It basically telegraph that the corp has an agenda in hand or expect to have one I hand soon. If the runner can, they should pounce on HQ to make sure it is clear of agendas, while the corp must heavily protect HQ and the remote where Otto Campaign is.
  3. The first turn it is rezzed, it is tempo neutral, letting the corp gain as much as it's cost. While the corp must protect it, thus spending credits while gaining nothing.

Of course, if your goal is to force the runner to make an unwanted run, making the runner spend ressources, to be able to then punish the runner with something like Oppo Research, then it has a clear value. Few asset give that much incentive to run and trash it.

Because of this, it combines well with Aggressive Trendsetting, further taxing the runner.

This asset, because of it cost of 2, combine well with Mahkota Langit Grid, making it more taxing for the runner and letting the corp gain credits.

As such, Otto Campaign does not go well in every HB deck.

Finally, at 3 influences, it is not good enough to splash out of faction. For the same influence count you can get Bass CH1R180G4, which provide a greater impact on the game.

The art goes well with the quote and the name, which combine perfectly with the effect of the card. Well done.

(Elevation era)
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