Pharos, but worse. A 1 discount is not even vaguely worth the cost of being useless in the early game, coming down at (up to) the same 5 strength but requiring setup time and runner cooperation, and being more expensive to boost. It's an option for decks that really want to run 6x Pharos, though, or Ob Superheavy Logistics decks after a passable 6-cost bridge between Pharos and the rest of the deck.

It does have one saving grace: Boomerang immunity. Is that enough to be favourably comparable to Pharos? ...no. Don't expect to see this one flying solo any time soon.

EDIT: it is a quick stack of advancement tokens for Red Planet Couriers. While I still don't think that makes it good, it does increase the likelihood of me specifically building some kind of hilarious jank deck that fast-advances 5/3 agendas from hand, probably playing Biotic Labor and Red Planet Couriers to score The Basalt Spire then recur the same two cards for re-use, and possibly something to derez Logjam for re-use as well. Interesting note: if you derez and rez Logjam repeatedly, the advancement counters stack. If only Government Takeover still existed...

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As you mention here, it seems likely this card exists to be a repository of advancement counters that you don’t have to spend clicks on rather than a particularly strong ice. As a result I love the design here - a role player in certain decks where the synergy with advancement counter trickery will be more useful than the better stats of Pharos.

This is a fairly decent card I've been seeing in a variety of anarch decks, and even outside anarch a bit. Crew is ice trashing when strength hits 0, similar to Chisel. However, crucially, Crew fires during the encounter, while chisel only works at the start. This means that Crew works with Leech, allowing you to lower ice strength to zero with you Leech counters then trash it with this resource. This affords you a good deal of flexibility. Leech is a card that has uses outside of ice trashing, helping to enable the fixed strength or expensive to raise anarch breakers like Buzzsaw, Cleaver, and Mimic. Devil Charm was usually comboed with Chisel, but it wasn't used much outside of the combo. Of course, nothing says you can't run both together, but Crew being one less influence makes it more splashable, and I've seen it in some AI decks to deal with problem ICE.

The tag ability is also useful, but mainly to combo with itself. Crew can very easily trash cheap gear checks from 0-2 strength, letting you run early while maintaining a threat on servers. Late game though, Crew can still serve to remove problem ice, but it starts to need its combo pieces, rather than working on its own.

End of the Line is a rerelease of Scorched Earth, with the condition changing slightly to removing the tag instead of them just needing a tag. Therefore, firing a double EotL is harder than landing a double Scorched Earth. You may want to combo it with other tag damage, like Hypoxia, or damage you can fire at any time, like Angelique Garza Correa. Really just anything you have to drop them to 3 cards without spending the tag. To get the tag, you may want traps like Behold! or Snare!, or aggressive sentry ice like Seraph, or even Pharos If they lack a fracter or are poor. Operations like Public Trail or Oppo Research can get them tags, though both rely on you having an econ advantage, with public trail giving the runner the option to pay 8 to avoid it and Oppo Research needing them to be unable to clear 2 or 4 tags in a single turn to get back to you being able to kill them. So End of the Line requires support, and for you to be either in a winning board state, or a particular losing one.

However, on a personal note, I feel End of the Line is one of the best ways to end a game. Flatlines feel more personal than scoring out to me. I was going to renovate Oaktown whether or not a cyberterrorist decided to cross me, but I, CEO Braganza, took time out of my busy day to coordinate my kill teams to find and eliminate the criminal. End of the Line ends the game with a flourish. You say End of the Line, letting them know their story has come to its conclusion, then pull the trigger. And it's always exhilarating to pull victory from the jaws of defeat, turning their risky run to steal an agenda for an advantage into their final mistake.

As much a near-print as near-prints can be, in this case of Team Sponsorship. It is now neutral and one universal influence so that everyone, including HB, can join in on the asset spam fun, but for a price. It has the same (albeit reworded) text and rez cost but costs 1 fewer credit to trash, which all runners will appreciate. Not much else to say about it. If you have a horizontal deck and you can spare the influence, you will probably want to play this. If you play a different archetype, this likely isn't for you.

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I do think its uniqueness should be pointed out: there's no possibility of suddenly refreshing 3 Nico Campaigns after you've already earned 27 credits and 3 card draws from them. Even if you have 3 in your deck, you'll have to choose which one of the various cards in HQ or Archives you want to install.

Self-modifying code but:

  • You install immediately, so can't install a program mid-run.
  • You can pull a program back from the heap. (Or just pay 2 credits, 1 memory extra to install a program from your grip)
  • Costs 1 memory by itself and that memory cost sticks around after the program has been tutored.
  • costs 1 extra influence out of faction but is an in-faction way for Shapers to pull programs from heap.

The benefit to taking this over Self-modifying code is when you want to be able to pull a program back from the heap and don't mind occupying 1 extra memory while it's around (And once you're done with it, it's one extra card for Aesop's shop)