7 to rez, 6 strength Sentry that trashes a Card + make access hard to do, sounds good. It feels like the big brother of Grim, which only trashes a Program and is rotated. This can also be used to trash a console (und hopefully more), or an important Ressource.
The downside is the bad pub, which makes each Run cheaper so the trade off is hard to justify. When the effect needs to be strong enough to justify it's downside. And compare to Archer it is not ending the run. But it's costs are kind of comparable as for Archer you usually need to score a Hostile Takeover and they are both on Strength 6 but Archer is harder to break with it's 4 subs. On the other hand, you can rez it early without a scored agenda and this is the time when this card is very powerful. Also to score the first agenda in Weyland is mainly easy, this might help you to score the second.

To me it reads that with Film Critic you can go through this (if the Critic survives) and put the Agenda on the Critic.

This card can't be reviewed without taking The Outfit: Family Owned and Operated into account. As it means you are getting 3 credits back and for 4 to rez, it seems like a very decent ICE! And usually it effects early game are worth the rez. The biggest question in Outfit, how many bad pub is still ok?

I can see this card for sure in Outfit or other decks that try to rush hard, like Argus Security: Protection Guaranteed otherwise the price and the down side are to strong. Only in Outfit it feels good enough for my taste, but maybe there is a build that can capitalize on it? Often in Argus when a Hostile is scored you need to be careful because of Archer, perhaps a build with Trebuchet can hit you unexpected?


After testing this card in a few different decks, I have come to the conclusion: don't be fooled by the yellow border, this is a Jinteki card.

Blacklist is one of those cards which is "fine" for value. It's 0 to rez and 3 to trash, giving you a small advantage even if it does nothing but force the runner to run it. The main value interactions are against Shaper recursion cards like Simulchip and Harmony AR Therapy, which are normally economically important to the decks that run them (sometimes even vital to their operation), but are blanked by Blacklist (thus forcing a run on Blacklist to trash it). Blacklist also gives nice value against heap breakers like Black Orchestra; they have to be installed manually, costing an additional click and a card (heap breakers are often discarded to hand size after accidental overdraw or to pay a cost, but if you can't use them after discard you'll have to use some other card instead).

All this value is very nice, but it isn't really worth a deck slot on its own; if you wanted a card that forced the runner to run it or else let you accumulate a slow drip of value, you might as well just use a drip economy card like PAD Campaign, or indeed any other economy asset with a fairly high trash cost. Rather, Blacklist is at its best when it's part of a combo. So what combos are available?

  • Blacklist can win the game by itself if you trash the runner's only copy of a particular breaker; for example, if you trash the runner's only fracter, you can put Blacklist behind any ETR barrier (say Vanilla), and the runner suddenly has no way to break barriers, nor to trash Blacklist, an advantage that can often be exploited for a forced win. It's far from unheard of for runners to use single copies of breakers, found with cards like Test Run (which also serves as recursion to recover from a trashed breaker). The main downside to this is, how are you trashing the breakers in the first place? The most convenient way to do this is from the grip, hoping to hit the breakers using random trashes; in other words, damage. So in order to set this combo up, you want a deck that naturally deals a lot of damage, but which doesn't primarily aim for a flatline (who cares which cards you trashed if the runner is dead?).

  • In the current metagame, MKUltra is one of the most widely played killers in Anarch decks; many Anarchs will rely on it as their only method of beating sentries, and even if they know they're about to encounter a sentry, they will typically attempt to install MKUltra from the heap (saving a click), rather than from hand. The heap install only works when they encounter the sentry, though; and there's a window to rez Blacklist during the approach, after the Runner has already committed to not jacking out (this is the same window normally used to rez ice). If you rez Blacklist in that window, the Runner will suddenly have no ability to install their breaker and will end up slamming face-first into your sentry's subroutines. Depending on which sentry you're using, this can flatline the runner, or at least set them back several turns.

    (This trick is also possible, if a little less effective, with code gates; it doesn't work as well with barriers because Paperclip's MWL status means it often loses the deckslot competition with Corroder, and because faceplanting into a barrier is rarely harmful.)

  • Some damaging decks (especially those based on meat damage) are aiming primarily to win via flatlining. However, there's a second way to win via damage, the "thousand cuts" style (or in Netrunner's case, 45 cuts): if you can exhaust the cards in the Runner's grip and heap, they become unable to sustain any damage, or to draw up to buffer against future damage, and will become helpless against whatever it is that you're using to inflict damage (whether traps like Snare!, ice like Kakugo. or identities like Jinteki: Personal Evolution). Most runners are prepared for this sort of deck, with a common counter being the use of mass recursion cards like Harmony AR Therapy and Trope to buy additional time. Blacklist acts as a counter to these counters, ensuring that your thousand-cuts strategy can work at full capacity.

There's an obvious natural synergy between these combos: Blacklist is thus at its best in a deck which does a large amount of damage in small quantities over the course of the game, without aiming for a flatline combo (or with Blacklist itself as one of the main flatline combos), and which contains at least some sentries/code gates with a large facecheck penalty (I like Saisentan and Anansi for this). That sounds like net damage to me, and in particular it sounds like a common core strategy for Jinteki decks. (You could perhaps run it out of Weyland Consortium: Builder of Nations too, but I haven't tested this.)

I think Blacklist is best as a 2-of in this sort of deck, giving you a high chance of drawing it by the time you need it. Going to 3 is probably too much: sometimes, the runner will have no targets for it (this happens with some Criminal decks), so you don't want to be flooded with Blacklist copies. (That said, it still has some use in these circumstances: you can follow the normal procedure for otherwise useless assets, of dropping it unrezzed into your scoring remote in the hope of baiting the runner into running it, something that works surprisingly often.) However, against Anarchs who use heap breakers, or Shapers who rely heavily on recursion, it has a decent chance of winning the game by itself, often games you couldn't have won without it. Given that that describes a large proportion of the runner metagame at the moment, Blacklist is definitely worth the deck slots when you play it for the combo. At only 1 influence, it shouldn't be hard to pay the deckbuilding costs, either.

<p>Really great review. I like that you both give strong suggestions as to where Blacklist is strongest and offer some analysis of the present meta to make your case.</p> —

Pretty weird, that this card has no bioroid flavour as that seems the primary role for this card (shout out to any NEXT players out there tho keeping the flame alive!). For me this card is a huge flavour win otherwise as it is exactly what i pictured when i first heard the lockdown mechanic. The puny bioroids you were clicking through before suddenly turn ROIDED (I'm sorry).

As to its usefullness i think HB can profit from this card plenty. Sportsmetal can get a nice scoring window and the Fully operational archetype with multiple one ICE servers benefits as well (Just watch out for Inside Jobs/Spear Phishing!). The aspect of telegraphing a score isn't as much of an issue with HB in my opinion. Hell, you can probably goad the runner into somme value runs with your Architects of Tomorrow deck! Excellent card: Bioroid/10

In my opinion by far the weakest lockdown printed so far. This might not be obvious at first glance. Caprice Nisei was pretty strong, right? And it's even 0 cost! Well...

1) First of all this card has the HUGE downside of telegraphing your score. In a faction priding itself on deception and bluffing that is kind of bad. Now the runner can adequately prepared for the steal/your score.

2) It doesn't even do all that much. End the run, are you kidding me? From a flavour perspective this is a huge missed opportunity in my opinion. If Jinteki orders a lockdown there should be all sorts of scary things happen. Maybe accessing ICE chosen by the corp? Maybe running on a different server without the option of jacking out? Switching agendas around or refilling counters on them? Net damage? BRAIN DAMAGE? Certainly very tame for the old treefolk.

3) The effect is NOT automatic. Runners who dabble in Poker tournaments might just win the Psygame. And then what do you do? Sitting there with a bunch of nothing.

4) But isn't the role of the lockdown also to strengthen your bluffs? Lay down a trap and then play the lockdown. I have seen this reasoning pop up and think it's pretty weird. First of all: If you install a card and advance it as Jinteki you are already bluffing! There is simply no need for this card at all, just Mushin like the good old days. Well you might say, the play of this lockdown might just up the stakes for the runner! But the problem is: if you win the Psygame you end the run, preventing the runner from accessing your trap! Why would you play this card in shell game? I just don't get it.

5) Chose a server. HAHAHAHAHAHA. The final nail in the coffin of this card. If you slap down this card the runner might just win elsewhere. All other lockdowns present an opportunity to protect yourself across the board at least and i don't think those are even all that strong.

In summary this card is spectacular underpowered in my opinion. In theory i admire the design space that lockdowns present but with the cards seen so far i don't think they will get used all that much.

<p>I think the fact that this isn't the card that you want it to be doesn't make it underpowered. Plenty of Jinteki decks, including most of the competitive ones, are not any more invested in high variance bluffs than any other faction. Clearly this is designed to score a 4/2 in a well defended server, much as Caprice did. And it's not like last minute ETRs haven't always been a Jinteki thing; as well as Caprice there's <a href="/en/card/01068">Nisei MK II</a>, as well as bounce effects that often work as ETRs in practice. And how can you criticise a Jinteki card for using the psi game when the rest of your review seems to revolve around how much you like bluffing?</p> —
<p>First of: I love psygames :) That is not the point. I think both Nisei MK II and Caprice present more of a lingering threat for you scoring. This card telegraphs very clearly what you are trying to do. In that sense i think the bluffing aspect is very clearly lost.</p> —
<p>I think this is what Caprice should have always been and I am so exciting with the design space that Nisei has created for such a beloved game.</p> —

All of the fine folks suggesting, that this card may help with Obokata scoring might overestimate this card because your install+double advance no longer works. So you either have to sneak this card out unadvanced and then play the lockdown or have some fast advance tools handy. Neither option is really all that viable in my opinion.

In the first case you you need three turn to score which gives the runner options for money/tools or even winning somewhere else. Secondly fast advance in Jinteki is really reserved for 4/2 or 3/2 agendas in my mind. If you really want to protect your Obokatas more i would suggest Ben Musashi or Data Loop (which can die in a garbage fire by the way).

I appreciate the design space of lockdowns, but as it stands they are just too awkward to use for scoring. In a grindy Weyland deck this card might see some use.

<p>La Costa Grid a card.</p> —
<p>Point taken. Still preffer Ben Mushasi because you can set it up earlier and don't telegraph as much.</p> —