Surprised that there isn't a review here yet. Lets fix that!

Trypano is weird, it looks like a bad, slow, Parasite, right? Well it's not a parasite, it ain't a Chisel either.

Here are the major differences:

  • No need to run it. It stacks by itself, doing instead of chisel what parasite used to do, taking care of ice all by itself, albeit slowly.
  • No need for rezzed ice. Put it anywhere you like and watch the counters trickle in.
  • No strength trigger. 5 Counters = dead, whether it's a 0 strength Vanilla or an advanced Hadrian's Wall.

The main problem of course is that ultimately the corp has the chance to counter it, Cyberdex Virus Suite and Cyberdex Sandbox are also not unusual picks, a desperate corp will lay down those 3 clicks, but anytime you pressure the corp into a round like that is a small win for you. In a program suite that includes other good targets for virus support like Conduit you might have some sort of plan brewing, just be careful not to overcommit, or else you might be the one feeling the tempo hit rather then the corp when it purges.

I think this card shines best as a 1 or 2 off with a bit of tutor support, try it in a deck with Gachapon!

I find it strange that this card has'nt been noted for it's greatest strength and, IMHO; the reason you run it:

So, first benefit, memory, par the course for consoles.

Second benefit, -1 cost to trash, it's ok but EH. Other cards mitigate trash costs better? Combined with the third benefit it's basically a Scrubber that has no roundly limit, if you hit three two cost trash cards in a turn you trash them all, Scrubber only does one per turn, but that's a highly specific example and even in this optimal comparison, Demolisher is doing this at the cost of a console slot.

Third benefit. This is why you take it! DUH!

Ok, so, -you- trash card, get money. The -you- part is important because it's not unusual that there be effects that make the corp trash themselves, like Alice Merchant: Clan Agitator, so that's not a synergy. However, Edward Kim: Humanity's Hammer? That's a synergy! Trash an event, get money. This of course becomes a way to fuel yourself through trashing, Stargate, cutlery, En Passant, Imp, Bhagat, so long as you keep consistently trashing things then Demolisher is right there with you fueling the next trash card or contributing to your economic war.

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This asset is essentially a risky biotic labor. The risk is that it is an asset and a cheap trash to boot. You can't rely on it for a key strategy or you'll find that strategy ruined when it gets trashed. Compared to Biotic the obvious upside is that it can result in more than one extra click. A twice advanced Haas Arcology AI is worth two Biotics at the price of just one. The arcology has an additional disadvantage in that it takes at least 3 to become worth playing, 1 to sintall and 2 to advance.

This should all be pretty obvious, so lets illustrate a few points that might make this more desirable in a specific setup over just a normal Biotic Labor.

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-This card is more easily recursible and tuterable, Executive Boot Camp and Tech Startup can fetch this out for you when you need it, Team Sponsorship, Architect can recurse used and/or trashed copies, multiple times even. Blue Sun: Powering the Future can recurse this right off the table.

-This card can be used for hidden information tricks, play it in a heavily iced glacier remote and advance it twice, bluffing a 3-5. If he goes for it he'll have to break your glacier, possibly spending enough to open a scoring window next turn. If he leaves it alone you can rezz it and FA one or even two 2-3's in a row from your hand, assuming he still doesnt go for it after you complete the first one. A unique Jinteki deck could even install this naked and advance twice.

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In other words, Biotic Labor has much less risk, is much more easily splashed (it doesn't require support cards) and far quicker, Haas Arcology AI however when pulled off is likely to be worth two or three times as many scored agendas at a much lower cost.

If your deck uses asset recursion already to reuse Adonis Campaign or Eve Campaign, likes to glacier up and/or tutors assets AND uses Biotic Labor already for FA strategies, then give this card a test run. When pulled off it will work beautifully, but to make it work you need to align a few stars first.

Something worth noting is that Haas Arcology AI can only be used once per turn. So, you need to spend additional resources to defend it in another server; otherwise you risk clogging your scoring server and agenda flooding. —
Thats part of the gamble, the idea isnt dedicating resouces to protect it, the trick is to use existing resources to protect this to then play your agendas directly from hand, instead of protecting an agenda in a big ice-heavy remote you protect this in that same remote and use it to chain out agendas from your hand. —

This card speaks for it self, then whispers sweet things in your ear when you dont expect it.

Its one of the most powerful tutors you can find, here's why: 1 and 3 get you: One free turn to use near any icebreaker you want, regardless of cost. One turn to exploit superpowered super expensive icebreakers like Femme Fatale or Torch for just a 3 "install" cost. After youre done with what was hopefully a fruitful turn, the tutored card goes to the top of your stack, which means it is ready to be drawn and installed, no useless random draws blocking your path.

At first glance you might think this is where this card ends in its usefulness, but wait, theres more! For starters this card can recover discarded cards, thats great by itself. The fact that the tutord card goes back to the stack is a downside, a "cost" to balance against Test Runs great power, but there are some cards where this is actually an upside.

The most obvious raw power synergy is with the limited-charge breakers that have surfaced in recent expansions, Overmind, D4v1d, Cerberus "Cuj.0" H3, Cerberus "Rex" H2 and Cerberus "Lady" H1. Test run lets you play the breaker and use some counters, then later you draw and reinstall with fresh counters! Combine with e3 Feedback Implants to potentially double the effect.

A few programs and breakers need/can select targets, such as Femme Fatale, Cyber-Cypher and Knight, with test run you can target different targets with each install, though not allways needed this option can come in handy in certain scenarios.

One more synergy worth mentioning: If you Scavenge the Test Run card, that makes it permament, no returning to the stack, this combo play can easily pay your way to victory.

Another interaction is with the #Eureka card, which allows for some sweet, albeit underused, next-turn installing for those big juicy programs. —
The only big downside, and the main reason that it doesn't see as much play as SMC, is that you need to know exactly what you need before you play it. But for less aggressive decks that isn't so bad. Also, this has slightly different synergy with Magnum Plus than SMC, because you can get your MO out with only 3 credits, then click 3 times and have enough money to install it next turn, as opposed to needing 7 credits up front with SMC. But at that point you are just spending more clicks and less credits. —
Test Run is also superior to SMC in London Library decks, since you don't want the program installed permanently. It just goes back to your stack, ready for your next visit to the Library. —
I've successfully used this card to jump-start economy by bootstrapping Magnum Opus. Play and get out MO then spend 3 clicks to gain 6 creds, next turn draw MO and install. Voila. —

In the first wave of "Morph" ice Changeling is the most stable of the 3 cards.

For its ress cost it is one strength lower then another 5 priced ice the Fire Wall, and has the same influence cost. For the purpose of taxing this makes changeling vastly inferior, unlike Fire Wall however this guy can change into a Sentry form, making him slightly more useful for actually ending runs when it matters.

Pros:

-Can become a 4 strength sentry that ends the run for a total cost of 6 and an extra click, a fair price compared to Guard.

-Not counterable with an unmodified Mimic. Some icebreaker suites may have to spend unreasonable to get through.

-Good target for Patch, locking out modified Mimics and becoming a respectable tax (6 to break on average) and very difficult to get through with stealth breakers. Just watch out for cutlery events.

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Cons:

-Bad tax in barrier form.

-Expensive.

-Only 1 routine for its price, bypassable with Femme Fatale or Knight fairly easily.

-Countered somewhat by AI breakers.

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Changeling shines in a strategy that focuses on denying the runner breakers, if you manage to kill a certain type of breaker Changeling has a good chance of being able to morph into that type and lock the runner out. Especially if you target sentries.

Being at 4 strength instead of 5 gets around D4VID though :) And if they use Femme on your Changling, I'm pretty sure that's just fine —