A much maligned card, and with good reason, since there were very few things that could be done with it 'back in the day'. But, since the release of the Borealis' Thule Subsea: Safety Below, Ontological Dependence, and Mr. Hendrik, inflicting core damage has become a much more enticing prospect. Coupled with the (surprisingly still) legal Riot Suppression and MCA Austerity Policy makes Tempus' trace value a means of keeping the runner's credit balance in check, if not outright helping you score Ontologicals along the way. I've had games where a lone Tempus guarded an Ikawah, because the runner knew stealing it would mean dealing with the tag and bag I had in store for him sooner than he wants. All in all, a useful card in core damage-oriented decks, the ones that hurt the most.

A strange card. Netrunner used to have currents, but these were banned because they could sometimes have too great of an ongoing impact and were hard for runners to consistently turn off. In terms of ongoing impact, this feels more like a current or an identity ability than an ice. It adds like $2-3 to the cost of the first run each turn (or gives the corp an extra 2 clicks of value plus a trigger for any identity ability that relies on installs). Depending on how the identity triggers work out, this feels like it would have been too much of an impact on the board state even as a current, and maybe it's too impactful to be an identity ability either.

I don't know 100% if this will get banned, but a cheap ice which punishes any turn a run is made on any server, that's going to squeeze out a lot of decks which are fun and deserve to exist.

Two kind things for Tributary: it's a Jinteki card which doesn't suck, and in particular positive-tempo Jinteki should be encouraged. And the counters to this card are kind of vaguely reasonable.

Yet another new card which should be in every deck.

Not a super comprehensive review but one neat thing about this card is that if you combine it with Subliminal Messaging this becomes a 3 credit Biotic Labor in NBN. That's pretty good, except for the trash cost, the fact that it's a two card combo, and it requires Threat 3, but it does save you a bunch of influence, and draws you some cards. You can also do this with Red Level Clearance, which costs some influence but gives you some flexibility, especially if you are using its install mode to get a FA tool like SanSan City Grid or Calibration Testing. You can also use this to compress Doubles into a single click. You can chain this with Pivot, for example, which also requires Threat 3 to compress another operation or install by a click. Other options include Distributed Tracing or Threat Level Alpha, which gives you 2 clicks to spend on tag punishment instead of 1.

I'm re-introducing myself to the game via startup and was generally unimpressed with tag punishment that was available. B-1001 is interesting in asset spam such that you can sometimes buy just enough time or even misdirect with the ability to decent effect.

I'm playing this in NEH asset spam which means you can potentially start to overwhelm the runner's ability to outpace your installs. Oppo Research helps quite a bit as well to mess up the runner's tempo. Suddenly they are in a position of spending time and money dropping tags or floating them and getting bopped by B-1001.

By including solid traps like Snare! and Behold! you're making face checking a little scary. And nothing is better than stopping a run on a Snare by dropping a tag and making them think you don't want them to check that server. The shell mind games are strong here.

Between your ID ability to draw and Wage Workers you're potentially able to maintain some tempo, use extra installs to get extra copies of B-1001 on the table so that if they run and trash him you have one to rez again immediately. They will really be annoyed they didn't just shed those tags.

Finally mix in License Acquisition, The Powers That Be and Spin Doctor to keep recurring whatever tools the runner trashes.

I use SanSan City Grid here over Holo man because of the high trash cost. If they go after B-1001 I try to rez and Score with San San the next turn. If they go trash san san I just bring it back with some of my recursion.

This card isn't amazing by any means but it is really fun and interesting to utilize within an asset shell deck that wants to utilize 3/1 and 3/2 agendas in order to provide both protection and targets for eating up runner's clicks.

This is an interesting bit of econ. 3 credits per turn is an incredible drip, but you have to click to pick them up, and doing so picks up the asset. Theoretically you could use the free install to reinstall it and keep the train going, but that would necessitate repaying the one rez cost, which would cut into your profits, especially the more often you do it. It feels fairly similar to Wall to Wall. It seem intended to install in your scoring server with an ability that won't cost you a click when you need to replace it (Okay technically it does but with the free HQ install, it's a click you'd be spending to install anyways), counteracting its low trash cost by being in an expensive server that will break the bank to enter. Does the runner want to keep both of you poor, or let you be rich? The problem, as with many assets and upgrades, is Pinhole Threading. With its trash cost of 1, a pinhole through an iceless server will only cost the runner two to knock this asset out, which is the same amount if you'd clicked it after the first turn, so at worst they break even. At best you've saved up a couple turns and they've ruined your payday. It's also very porous in RnD and HQ, though this isn't unique for econ assets. I think it has potential, but it isn't reliable. You might include this if you have a deck with downtime, where you're happy to save up creds and maybe force the runner through an expensive run that doesn't get them closer to winning the game, but you can't rely on it.

I agree. Really interesting to see this kind of economy card - a delayed burst that is extremely efficient but has to be well defended to actually work. A card that seems made for a very specific time within a game but will be incredible within that window.

This is perfect in NEH asset spam. Rez at start of turn, get your 3 credits, pick her up and install a card, ideally in a new remote and trigger your ID draw ability. You were going to click to install a card anyways, might as well get 3 free credits. The design is great for a shell game style of play too. I do wish she was 1 rez / 2 trash tho.