K, first off I would like to say that @tiedyedvortex review is excellent, but I would like to narrow it down it a bit more after my experience playing this with Rielle "Kit" Peddler: Transhuman. First off, we all now Kit is about early aggression in order to make most of her ability. IMO this gives you 3 options: Gordian Blade, Refractor and Study Guide. You also have Torch and Yog.0, but these builds require more specific combinations in card draw (Test Run+Scavenge or Dinosaurus+Scavenge etc) and those builds are more suited for the late game.

Now for the first 3: Gordian Blade is the most aggressive. You install it and you can run with no problems right away. The downside though is that Gordian Blade has the worst late game sustain and boosting it with recurring credits is less efficient as with Refractor. This is a bridge you have to gap while building your deck.

Refractor is cheap to install massively efficient with it's recurring credits, has great sustain, but requires stealth credits to work. With 3x Cloak, 3x Lockpick and 0-3x Ghost Runner it shouldn't be to hard to see a stealth card early. You are devoting quite a large portion of your deck to make it work, can probably make only one run a turn in the early game, but it leaves you a lot of real credits left to do other stuff. Once you go late game it really starts to pay off.

Study Guide fits in between the two. It gives you early game independence from other cards like Gordian Blade (although a lot more expensive), but once you slot in the right support cards it gives great late game sustain. The cards I'm talking about is Stimhack and Lockpick or Cyberfeeder (you can also use Cloak, but then you need support). Installing Study Guide and then using Stimhack gives you a permanent S3 decoder right of the bat, same S as Yog.0, which is absolutely fine for most early game ICE. Once you get your Lockpick out you can let it grow on recurring credits each turn (even if you don't make a run) or just pay up front. I've had games in which it was S5 by turn 3, making Tollbooth a joke for the rest of the game. Another bit advantage IMO is the fact it doesn't need recurring credits each time you run, so you are perfectly able to make multiple runs without worrying about running out of those and still be as cheap. The Lockpick you are using first to boost it, switches over to helping you break subs.

I would also like to give a special mention to Escher. A card that is nearly forgotten, but fits great in a Study Guide deck. Firing it in the mid-late game can absolutely wreck 1 or 2 servers for multiple turns. It fits Study Guide better than Refractor as it can take more advantage of it in a single turn (Esher + one or two cheap runs, before corp starts rebuilding).

Conclusion

Is Study Guide better than Refractor? IMO it is about the same power level. A Refractor deck is a deck in itself. It makes one run a turn and it does it very well. Study Guide gives you more room to play with. You can go all recurring with it (for strength boost early game, sub breaking late game) or brute force it with pure econ/Stimhack or you can do both.

If I could make a chart for strength over game time then Study Guide will have a same peak as Refractor early game, is weaker mid game and stronger late game. This makes Refractor better for fast advance, but I think Study Guide will be better for against RP or Glacier.

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When I build Kit decks, I like to go for 3 Lockpicks, 3 Refractors, and 1 Study Guide + stimshop. Refractor + Lockpicks gives early pressure while Study Guide+Lockpick lets me use those recurring credits to power up study guide (or just using them pay for breaking with study guide). Stimhack always works with Personal Workshop for rig building but can also use it for powering up study guide. Give good versatility and the only piece that becomes obsolete is refactor. —

I think this card is bonkers in multiple ways and they are not all positive.

When it comes to deck space efficiency this card is great. It is 2x, 2 breakers rolled into one. As a shaper that is pretty cost efficient. Gordian Blade cost 4 and you can import Corroder which costs 2.

Of course everybody can see that. It is the simple fact that it is hard to make it work in terms of strength and break cost.

This is were MemStrips come in. This is the only card that provides Sage a 1 per strength (permanent!) boost. The extra bonus is the fact that you don't need a setup order in order to make it work. Cards like Dinosaurus, Ekomind, Origami etc are all really cool ideas, but really depend on you drawing it in the right order. That is why they don't work IMO.

Now lets bring Sage to terms with the ICE he has to deal with. First off, Sage will almost always be run in Chaos Theory as her ability compliments Sage. Throw it down as your first program and you have a fixed S3 decoder/fracter. Perfectly fine as early game icebreaker. Every MemStrips you provide will give it +3 strength. So with 1 card you can bring it to S5 (presuming you've installed a killer), etc etc.

The 2nd big point most people don't like about this card with the fact you need 2 to break a subroutine. This is expensive and also make Sage a horrible card against low strength ice. Paying 2 for a Quandary is just stupid. Often e3 Feedback Implants don't help either as these ICE have only one subroutine. It is against high strength ICE that makes this card good, because you don't need to pay for the strength boost every time. Paying 2 for firewall is just hilarious. So basically it's a trade off.

The last thing (and also the biggest problem for me) was the tempo. Needing additional cards to make Sage work better costs tempo (draw, instal, credits etc). Therefor I think this card works best in a stimshop deck. Personal Workshop helps make things cheaper and banks the things you need while you continue to irritate the corp. Then, when you need it, you Stimhack the best juicy server you can find and just throw down everything you need.

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Just occured to me... Sage works well with Lockpick - being a decoder. And putting him on Dinosaurus while playing CT, makes it a STR 7. That is big. Q-coherence Chips also work - at least as well as Akametsu. I think I have an idea for a deck :D —
Haha, awesome. You might also have given me a few deck idea's! :P —
Q-coherence Chip is awful. No exceptions. Used SMC? lost a program from damage? kiss your chip goodbye. —
Then don't take the SMC. Fetch you Sage with Test Run - i think that will work? —
Even so, 3 ST fixed, nearly-universal breaker in early game is nothing to sneeze at. Also, even if going through the Quandary and Paper Wall is ridiculously expensive, it is big hit against rush decks, hiding behind NEXT Bronzes, Ice Walls and such. —
Just a thought: having 3 Lockpicks, 3 Dyson Fractal Generators, Spinal Modem, and Net Celebrity you could have 9 reccuring credits to run each turn - for a breaker that does not need to be pumped up. Enough to break 4-5 subroutines each turn. And basically you can treat all +MU hardware as The Personal Touch for the Sage. Replicator could work wonders. Just add a Killer of your choice and profit. —
after I played against a Sage deck, I realized two things: 1. it is hard to score anything early when a Sage is out, since ETR ices are mostly barrier or codegate. 2. It does start with low STR when the corp prevers to play low cost low str. ice in the beginning, and as the game goes on it gets more efficient and strong. Very good breaker for the right deck imo —
Blue Sun can Oversight a Curtain Wall pretty early, and can hard rez one a turn after. Regular Sage decks have no means to go to 10 strength. That requires making the deck jankier with Ekomind+Bagbiter/Origami+Public Sympathy or Deep Red+Mem Strips. —
Actually, it's quite doable, but you do need to get both Mem Strips. I use Box E, 2 mem strips, 2 dyson, Creeper as well as drip economy and managed to be a nightmare once I'm set up and with potential Str 12 if the star align —
or u add just 1 d4v1dto your deck and get it with testrun... —
Not sure if it's a good early breaker. You generally want to install a killer first, which Sage is not. —
That depends on the matchup - vs. Jinteki you're probably right, but against NEH, TWIY or even HB trying to rush behind single NEXT or Quandary it works wonders. Also, it's merely presence on the table makes impact on Corp, slowing him down and icing everything double. —
If you run Dinosaurus and have no other MU on the table, Sage sits pretty at strength 7. There's not much in the way of ice that you won't be able to crack with that, especially since you can hit it on Turn 2 (or Turn 1 with a perfect hand). Toss in one MemStrips for emergencies (or for shoring Sage up when you play her prior to drawing Dino) and you're all set at 10. —
Run this with Kit and Paintbrush and you won't need a killer at all. —
I mean. Kit, paintbrush, surfer, sage. Done, new deck lol —

O&C is out for almost a month now and the Anarch buzz is going through the roof (even more than when Cache came out). Everything konradh has said is pretty accurate. The amount of Jank decks are insane, but janky decks fluctuate in power level. There are two things I wanted to add to it just how Kim is (or at least how I envision it):

  • First, something multiple people have commented on, is that Kim is like a second Whizzard. Only IMO Edward Kim is a better all rounder. Both Whizzard and Kim are best complimented by Imp. Whizzed uses Imp to trash things that aren't assets and Kim the other way around. Now this is why I think Kim is a better all rounder. Every corp uses operations, or at least for their econ. I've already won a few games against Jinteki and Weyland because I sniped their Celebrity Gift and Scorched Earth out of their hands. Sure they can Jackson it, but that wasn't part of their plan. That is incredibly annoying. For everything else (most notably assets), Kim will use Imp to trash it. I have to add though that this doesn't mean Whizzard is a worse version of Edward Kim, far from it. When you encounter a deck that uses a lot of assets, Whizzard shines like a blazing sun (I'm looking at you Near-Earth Hub). Which is best is entirely dependant on your meta.

  • Secondly, to maximise on Kim's ability you have to ignore a large part of Anarchs greatest (or most fun) cards. By this I mean, you can't use cards that say: 'Instead of accessing, you may trash.....' It doesn't mean you have to avoid it entirely, but when you think about it is kinda a waste when you make a Keyhole run, acces 3 operations and get to trash one of them. Kim could already do that without Keyhole! You might as wel have used the to install a Medium. Same goes for cards like Eater and Wanton Destruction. You are ignoring his ID ability and also spending extra clicks on cards you could've trashed yourself (and also see, because Wanton happens randomly). With this in mind you could say Kim is a little dull, but far from it. He is just less punk rock than MaxX and doesn't have such high virtues as Valencia Estevez. He is just pissed and gets the job done as steady as a rock (or hammer....).

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I want to use him so bad, I am going to go to my 5 deck try after reading this. UGH, I can make it thru this, I will succeed! —
Ed is far more powerful than Wizz if you look at them both with imp. Wizz use's imp to trash non-assesst's something every runner dose with imp he just pays less to trash assest's. Kim on the other hand trash's operations for free and can still use cash to trash assest's so only really needs the imp for other cards which is erm ICE the occasional Agenda? thats a massive differnce. —