Agenda: Research • Adv: 5 • Score: 3

When Bacterial Programming is scored or stolen, you may look at the top 7 cards of R&D, add any number of them to HQ, trash any number of them, and arrange the rest in any order.

Jinteki • Pavel Kolomeyets • Down the White Nile 33
Links: Decklists | ANCUR
Bacterial Programming
MWL Entries

No MWL Entries for this card.

Rulings
  • ANCUR UFAQ 20 [Michael Boggs]

    If the Runner steals Bacterial Programming from R&D with accesses remaining, what happens if the Corp uses the ability on Bacterial Programming?

    The Runner continues accessing cards from R&D as normal, starting with whatever card is now on top of R&D, and proceeding down through as many cards as they have accesses remaining.

    If the Runner steals Bacterial Programming from HQ with accesses remaining, what happens if the Corp uses the ability on Bacterial Programming to add any cards to HQ?

    The Corp randomizes any cards added to HQ together with the remaining unaccessed cards in HQ, then the Runner continues the accesses as normal. Note that cards entering HQ cannot change the total number of accesses the Runner has.

    If the Runner steals Bacterial Programming from Archives, what happens if the Corp uses the ability on Bacterial Programming to trash any cards?

    The cards trashed by Bacterial Programming enter Archives facedown, and they will not be turned faceup during this access phase. The Runner can choose to access those facedown cards if they still have accesses remaining, returning any accessed facedown cards to Archives facedown when the access phase ends, but the total number of cards the Runner accesses does not change. Thus, if Bacterial Programming is the last card the Runner chooses to access from Archives, they will not be able to access any of the facedown cards; if Bacterial Programming is not the last card the Runner chooses to access from Archives, they will not access every card in Archives.

Reviews

I played with Bacterial Programming for the first time tonight in my Punitive Evolution deck, and for the love of Apex this card is out of control.

The specific play that sold me on it was discarding two copies to Archives (it was a calculated risk) and the Runner stealing both (0-0 -> 0-6), letting me draw 14 cards.

Ponder on that for just a moment. Seven cards is a lot of cards, but fourteen? That's... that's a lot more than a lot of cards.

At that point the Runner knew for sure a Punitive was coming up, so they moneyed up, but it wasn't enough.

Mandatory draw up to twenty cards.

Click one, Punitive Counterstrike, no boost. Runner spends half their credits to avoid 6 damage.

Click two, Punitive Counterstrike, no boost. Runner spends their remaining credits to avoid 6 damage.

Click three, Punitive Counterstrike, no boost. Runner is dismayed at the sight of the third Punitive.

Runner is eviscerated.


For a more serious discussion of why it's good, it's a 5/3 with a hugely swingy effect that happens regardless of who gets the agenda. Being able to put seven whole cards wherever you want them is a huge boon, and I'm sure with even the slightest bit of creativity, seasoned Jinteki players will be able to get loads of mileage out of this card.

Give this one a whirl sometime, just the once. You'll be glad you did.

(Whispers in Nalubaale era)
Played The Maker's Eye with 4 cards remaining in hand against a PE deck, what could go wrong? Saw 1st card Bacterial Programming, corp proceeds to order the remaining cards and I access a Snare! and another agenda for a total 5 net damage and flatline. Saddest moment ever. —
Brilliant. Truly the most Jinteki of plays. —