Tsurugi

Tsurugi 6[credit]

Ice: Sentry - AP
Strength: 2
Influence: 2

[subroutine] End the run unless the Corp pays 1[credit].

[subroutine] Do 1 net damage.

[subroutine] Do 1 net damage.

[subroutine] Do 1 net damage.

"It's ice so dangerous it has safety protocols. Think about that." -g00ru
Illustrated by Adam S. Doyle
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#74 • English
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Reviews

Cuts both ways

Tsurugi a double-edged sword of Japanese antiquity can either end the run or do a max net damage if it's s are able to fire, typically though it is chosen for its 4x taxing capabilities

Combos

Taxing: along with Komainu Tsurugi, Tollbooth and other taxing ice are often placed on key servers to maximize cost to the runner. Jinteki: Replicating Perfection perhaps could focus the runner's attention on central servers giving the corp fewer places to guard for the first run

Buff Strength: At only 2 strength Tsurugi is an obvious target for Parasite, Mimic etc. Combined with strength buffing options such as Chum, Corporate Troubleshooter, Experiential Data, IT Department, Lag Time, Patch etc all can improve Tsurugi making it more taxing and potentially out of reach for some ice breakers. (Switchblade still makes Tsurugi sad in most cases)

Flatline window: With a possibility of creating a flatline window for the corp, it can possibly be followed up with the runner accessing a Snare!, Certainly use a House of Knives token if available! (Not quite flat-lined? Perhaps finish the runner off with a couple Neural EMP when corps turn rolls around)

(Did I miss something obvious, I'd appreciate suggestions in the comments below, I may add it to this review)

Pros

ETR or Tax Unlike much of the Jinteki's porous ice suite, Tsurugi actually provides an End the Run allowing the corp some flexibility in protecting a server. (albeit at 1 added cost to tax)

Net Damage or Tax whether the runner pays to break the 4 s or takes the 3 net damage either-way it could cost the runner significant momentum or worse.

Cons

At 6 to rez, it can be costly particularly in the early game to rez, corp will need to hold 7 in reserve in order to fire it's 3 net damage s

At only 2 strength, Tsurugi is an easy target for Parasite ect.

With it's End the run first, If corp ends the run, then the remaining 3 's don't fire.

Summary

As a double-edged sword Tsurugi lends flexibility to fast-advance & kill/trap decks which at very least is able to tax the runner (in most situations) however on the other side of the sword with it's low strength and somewhat high rez cost it's not quite the most dependable tool for it to come anywhere near auto-include status.

--It just saddens me when I see cards with no reviews. If you appreciated this review, please give a heart and I'll be encouraged to write more.

(Data and Destiny era)
The corp pays the credit to *not* end the run. If the first sub fires end the corp pays nothing, the run ends. This makes it actually yet another ETR ICE that's really annoying for Apex —
Thanks enk, yeah should have said 4 net damage, not End the run. It has been corrected —
I only see 3 net damage routines... —
Typo, meant to say 4 subroutines —
Nevermind, thanks Lynx Kuroneko, review has been updated to say *3 subroutines* —
I dont understand the sense of the first sub... Why should the Corp pay to let the runner pass? —
The idea is if a runner facechecks this ICE and CANNOT break it, the Corp can pay to override the "safety protocols" and deal 3 net to the runner. See the ending to the Worlds 2014 Championship as a great example of this. —
@Vortilion The subroutines resolve in order top to bottom so if the Corp doesn't pay, the run ends and the net damage subroutines do not get the chance to fire. —