I agree that Restore is not a strong card. However it has the potential to be rather obnoxious in the right deck. Combined with Friends in High Places it can make relatively cheap trash-to-fire assets like Estelle Moon (2) come back from the dead even more often (and now I have "can't fight the Moonites" stuck in my head again). Yes, there is the risk that you need to throw a card out of the game, but for that you could use FiHP if you can afford to wait a bit or accept the price if your strategy is better served by pressing onward.

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At its core MCA Austerity Policy (MCAAP) is way to move clicks between turns, setting you up to score a 5/3 after three turns of charging.

The main problem of MCAAP is that you're putting up a big neon sign saying "in 3 turns I'm going to score a 5/3". To compensate for this rather major weakness MCAAP lets you drain the runner's clicks by one while you charge it.

However I do not believe that in practice this will be a great help. Yes, with MCAAP and the usual HB gang of slowdown cards you can make life harder for the runner. However you still need to keep MCAAP on the board for 3 turns. Sure, you can install it in a scoring remote and the runner will not gain anything directly from trashing it but there are a few secondary effects that will make life difficult for you.

If you install MCAAP while you don't have the agenda to be scored handy you run extra risk of the runner getting in and trashing MCAAP, costing you clicks that are even more precious for the corp than for the runner. The runner will assume you do have an agenda in your hand and thus run HQ aggressively.

While you charge MCAAP you only have two clicks left which makes dealing with agenda flood even harder. And remember Jackson is rotating out.

MCAAP creates a window in which the expected density of HQ is higher while your ability to deal with the runner is lower. The only way to compensate for that is to have a very good defense. To make the most out of the 3 click turn of the runner that probably means cards like Mason Bellamy and bioroids. Still, you should expect a good runner to get into your servers once a turn.

@Snowscoran's review goes into how you can compensate for the weakness of MCAAP and it might well be that I'm too pessimistic, but I see MCAAP as an attractive way to shoot yourself in the foot unless you really know what you're doing.

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Note that you may use both abilities on one turn, since the restriction only applies for the first ability. So, it's either a 5/3 after 3 turns or a 4/2 after 2 turns. Or, you know, you could simply play it while having no agendas in hand at all. Big neon signs can be misleading, after all. —

Breached Dome feels like a replacement for Shock!. Both are simple "runner hits it, it fires" pain providers that fire from everywhere, including archives. Breached Dome has no trash cost instead of the 2 of Shock! but Shock! rarely got installed anyway as runners are typically wary of running on unrezzed cards in Jinteki remotes.

The main differences are that Breached Dome does meat damage rather than net damage, which makes it a bit weaker since runners are more likely to have meat damage protection since it's more often a direct kill threat, and that Breached Dome additionally trashes the top card of the stack.

Trashing one card of the stack is not directly a problem, like the meat damage it's typical Jinteki death-by-a-thousand-papercuts. But when there are twp Breached Domes in archives a hit on archives suddenly means 2 cards from your grip and two that would soon enter your grip going into the heap. That's four cards that, things like Paperclip excepted, won't be useful to you anymore without recursion tricks. This is quite a discouragement. In particular Industrial Genomics: Growing Solutions decks will profit from the runner running archives less.

Because of the two influence Breached Dome is reasonably splashable. The best out-of-faction identity I see working with it is Skorpios Defense Systems: Persuasive Power since Breached Dome allows Skorpios' ability to fire more often on the runner's turn.

With regard to power level I'm not 100% convinced Breached Dome is very strong. It's good, it's absolutely a contender for many Jinteki decks, but it doesn't feel overpowered. It won't win you the game, it'll just slow the runner down. A card like Snare! on the other hand can win you the game when followed up with Scorched Earth. Granted, that requires a dumb or careless runner (looks away in shame).

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In wayland, unlike other jinteki ambushes, this synergies with :Reconstruction Contract:. Each one the runner hits is another counter, which is pretty great. —

This card works miracles for my shell game. Too many cards in hand? Discard a Breached Dome. Not enough ICE to protect archives? Discard a Breached Dome. Gotta throw away some throwaway agendas? Discard a Breached Dome.

This card might as well read "Play only if you made a success run on a central server this turn and the corp has less than 5 in their credit pool. The corp gets 1 bad publicity. Remove Mining accident from the game instead of trashing it." And that would make a good card. As the text is now it's a great card.

If the corp is low on credits Mining Accident gives the corp 1 bad pub for 2, provided you've hit a central earlier in the turn. Hitting a central is not that hard, archives in particular tends to be pretty poorly defended. Those two credits aren't going to be the problem either. And they payoff is great.

If you score a bad publicity that's a one credit discount in every run, including when trashing cards. What's more there are is nice trick you can pull if the corp has bad pub: Itinerant Protesters. Now the problem with the protesters used to be that landing more than a few bad pub (i.e. Valencia Estevez: The Angel of Cayambe plus Corporate Scandal) is difficult. With Mining Accident however it's relatively easy to land bad pub. Throw in a few bouts of Investigative Journalism and it's now possible to give the corp 5 bad pub. 5 bad plub plus Itinerant Protesters means the corp cannot have any cards in HQ after the end of their turn. Oh, and Jackson Howard is going away so agenda flood will be hard to deal with anyway. Archives dig for 7 points anyone?

Obviously anarch will profit a lot from Mining Accident but there's another faction that can make good use for it. Anarchs aren't the best at keeping the corp poor. They're decent, but not the best. That title goes to criminals. For criminals a Mining Accident can be ridiculously easy to land, if the corp has 9 or less credits it's a two step process: Account Siphon, Mining Accident. If the Mining Accident gets played early enough in the game the resulting bad pub can help alleviate the typical criminal weakness of expensive breakers for the rest of the game.

Even if the corp has more than 4 credits Mining Accident can still have some value. It forces the corp to either lose 5 credits or to get bad pub. While usually losing 5 credits for the corp is the better option under the right circumstances you can make the corp choose between leaving an agenda on the board next turn or taking a bad pub.

The corp has some counter plays of course. The most obvious ones post-rotation are Exposé() and Sacrifice(). HB and Jinteki no longer have a zero influence way of getting rid of bad pub however. Pre-rotation there are a few more options: Veterans Program, Clone Retirement(), Restoring Face(), Rex Campaign(), Elizabeth Mills(), Witness Tampering().

The near future is going to be hell for corporate PR departments.

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I'm excited about upcoming Corp cards to counteract this. 5 bad-pub-removal cards are rotating, 1 is staying and 1 is new. And Weyland got a new way of making use of bad pub (3/1 agenda that gains creds for bad pub). Are the other factions getting new cards to remove it? We'll see. —
Early game you can play this card even if the corp has 5-9 creds. It's slightly more situational but there are plenty of times that the corp can't afford to lose 5 creds (usually they need them for ice). —
I want to quickly throw the point that Mining Accident synergises really well with Account Siphon in Anarch, since either it's yet more denial to help drill the corp into the ground, or it's a bad publicity to help pay for runs for the rest of the game, as siphon decks don't have much long term econ. —

Mining accident also pairs quite well with vamp, if you can outpace the corp in credits, either through an early magnum opus or agressively facechecking servers forcing them to rez. If you can vamp the corp below 5 credits and then drop a mining accident, you're guaranteed to hit them with a bad pub.

CFC Excavation Contract (CEC) is a generally-worse Corporate Sales Team (CST) for HB. The main differences are that CEC gives money immediately upon scoring instead of 1 per Corp and Runner round like CST does and that CEC has a variable payoff of 2 per bioroid instead of the fixed 10 of CST.

Here's why CEC is generally worse: you need 5 rezzed bioroids to match CST. This is a list of bioroids. 3 assets (Alix T4LB07, Bioroid Work Crew, Ronald Five), 2 upgrades (Ash 2X3ZB9CY, Warroid Tracker), 25 ice and identity (Adam: Compulsive Hacker). Not sure if Adam counts for CEC, but it would be amusing if he does.

Anyway the biggest name of the non-ice corp bioroids is Ash 2X3ZB9CY and he'll rotate out as soon as FFG declares rotation (last I heard it's when Worlds starts, which would be somewhere early November).

I think it's fair to say that most of the bioroids used for CEC will be ice. In a deck purely built around bioroids it's indeed doable to rez 5 or more roids. But how many do you think you're actually going to have on the field? I'd say 7 is a reasonable upper bound in the late game. That would mean 14. However this requires scoring CEC at the right time. If you score it when you just have a few bioroids rezzed you might make 4, just enough to replace the credits used to advance CEC.

CST on the other hand is simple: when scored you get money. The downside of CST with regard to timing is that it takes 5 turns to get the full money of it so it's less useful at the end of the game. But CST at the end of the game is scored primarily for the agenda points anyway.

Yes, there are cases when CEC will outdo CST. But if you value consistency CST is the better option.

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Too bad Adam's ID card isn't technically 'rezzed' despite being face-up. It would be hilarious. And I could see this agenda filling up points in an Architects of Tomorrow deck that already has 3 CSTs. It's easy enough to build a deck with 14+ bioroid ICE. —