People seem to be viewing this card very narrowly as a way to pull nasty things into your hand right before a Legwork or Gang Sign hit, and yeah, that's obviously great...but it's not even a fraction of what this card is capable of. Another way to look at Allele Repression is sort of like Project Atlas counters or (more aptly) Project Vitruvius counters - it's instantaneous tutoring that you can use on the runner's turn. Of course it works best when you're exchanging cards you were going to deliberately discard anyway (Space Camp, Shock!, etc) with cards that you want in your hand, but more often you'll just be trading whatever junk that's clogging HQ.

Open your eyes - we're talking flatline combos, we're talking fast advance shenanigans, and of course, swapping agendas back and forth to infuriate the runner. This is not just clunky recursion - this is precise where Jackson Howard is sloppy, and this is clickless and versatile where Archived Memories is slow and extremely limited (it's not actually clickless - it frontloads the clicks and then compresses them when you need to play it, whereas Archived Memories and Interns cost you clicks right when the recursion takes place, which can be extremely inconvenient).

  • Can be faked as an agenda in a scoring remote, and then flipped and trashed right before they access it (if it's a naked remote, remember that this will cause the run to be neither successful nor unsuccessful for the purpose of card abilities) (watch out for Drive By)
  • Can be a great holder of Tennin or Space Camp advancement counters (often the runner will assume it's an abandoned Project Junebug)
  • Can instantly give you back cards that you'd like to play again, without having to shuffle them back in and hope to draw them (Trick of Light and Neural EMP are some solid in-faction targets, but you could also grab currents or econ)
  • Because Lukas is an absolute madman, the most recent ruling states that Allele Repression can target itself, so a single copy can recycle itself and be replayed
  • The well-documented "my hand is full of Snares now LOL!" play
  • The also well-documented 'refreshing' of Industrial Genomics' ID ability

Forget about IG, this is a card that could have a slot in almost every Jinteki deck (maybe even replace a single Jackson Howard with it and free up some influence). It's definitely more expensive than some of the other recursion options out there, but it's quite strong and has broad utility.

Mushin->Toshiyuki->Allele Repression. I don't know why, but you could. —

A criminally undervalued card, Tenma Line can do a TON of work for very little investment.

At first glance this card merely looks like a way to compensate for the unreliability of position-dependent ice like Chum and Inazuma. Making a wonky combo slightly more reliable isn't a bad thing, but deckspace is extremely tight, and you quickly start enacting a sunk cost fallacy. Played solely for that purpose, it's hard to justify Tenma Line.

But now honestly consider just how often you have to play ice in sub-optimal positions. Sometimes it's hard enough to draw ice period, let alone the ice you actually wanted. Sometimes you have to install a Crick on R&D, or a Yagura on a remote. Sometimes the Pop-up Window you installed early on R&D just isn't cutting it 10 turns later when you're getting slammed by Medium or Keyhole, so you want to swap it out with the Tollbooth protecting your currently empty remote.

While some runners just build up a gigantic rig that doesn't care about your board state, most of them spend a lot of time and energy probing your defenses to figure out exactly what they need to get into the server they want. Tenma Line can throw a wrench in those intricate strategies, granting your ice a frustrating amount of fluidity, especially when you don't have enough ice or credits to just keep stacking them on the server that's being attacked.

Consider also:

  • Because it's rarely needed early, it's not a card you really need to include more than one of, making it an easy single include (althought for 3 influence it's a tough splash outside of Jinteki)
  • The 4 cost means you can almost always leave it completely exposed and most non-Whizzard runners will ignore it. Obviously you can wait to rez it until you actually need it, so it hurts them more than you if it gets trashed.
  • This can be a great counter to Blackmail-spamming Valencias who often let you rez your central ice while blackmail-sniping your remotes. Just use Tenma Line to swap those freshly rezzed ice exactly where she doesn't want them to be.
  • The list of ice whose position in the server matters might be bigger than you think. Here's a list of ice whose position always matters (situationally that argument can be made for ANY ice):

Yeah, that's only the A through C. I could keep going.

Tenma Line's true utility can be difficult to see in principle, but in practice it will often surprise you. Some decks legitimately don't have space for it, or don't have the right amount or type of ice to justify it, but I would recommend giving it a shot, especially in Jinteki decks. It opens up a lot of strong plays for a relatively small cost, and tends to defend itself.

In particular, your All Code Gates All The Time deck benefits GREATLY from Tenma Line. It's one of my favorite plays. I've watched runners burn half a turn putting up a sentry or barrier breaker after I Tenma'd an unrezzed ICE into the server they were hitting. Moving around a rezzed Tollboth is fantastic. —
I think it could be realy fun with the yet to come AgInfusion: New Miracles for a New World. The position of any unrezzed ICE matters. —

I'm currently having a lot of fun with this in fast aggressive Anarch decks, or any Anarch deck that can eventually risk "running out of steam".

  • Reina Account Siphon decks can use this to hit the corp with 6 Siphons (12 Siphons with Déjà Vu or Same Old Thing, and 18 Siphons with both of them). And that's just the first Trope. After the third one and its subsequent Siphons, you'd have played 36 ACCOUNT SIPHONS FOR A TOTAL OF 180 CREDITS DRAINED! HAHAHAHAHAHAHAHA (And enough influence left over for a Levy AR Lab Access) ^_________________^
  • Valencia decks that lean on Blackmail recursion to make safe (or at least cheap) runs
  • Any Faust deck is obviously a big fan of this card if it hits the table early, especially if you're already plowing through your deck with Pancakes/Wyldside
  • Really any deck whose economy is bursty and unsustainable (this can kind-of function as your back-up plan)

The comparison with Levy AR Lab Access is obviously apt, but the most important distinction here is the number of cards shuffled back in. It's unlikely that Trope will get you as much back as LARLA unless it's been cooking on the grill for 30+ turns, but this can actually be a massive advantage if you time it correctly. Unless you're literally just trying to get more card-fodder for Faust, chances are that you're looking for specific cards in your heap to play again. A well-timed Trope will ensure that your "new" deck will contain ONLY these cards, saving you the hassle of having to cycle through dead draws all over again.

Chrome Parlor is the worst kind of combo card: not only does it do nothing until its pieces come into play, but it also does nothing if you happen to draw it after the other combo pieces (compare to Adjusted Chronotype/Wyldside). Even if it was tutorable (it isn't), this card would still be "meh", because its ability is honestly underwhelming unless triggered repeatedly (and there's not a strong reason to play with more than one of the cybernetics cards right now).

As of 9/15/15, the Cybernetics that utilize this card are:

Net-Ready Eyes and Brain Cage are the only cards that are crucial in the decks they're included in, and their damage can be played around fairly easily.

If the cybernetics cards themselves were more powerful, and this card was actually a new runner ID instead, then we might be cooking something. But as it stands, Chrome Parlor is too weak and clunky to bother with.

An ID with this ability, and a few more cybernetics cards, would be pretty awesome and thematic... —
I think the problem lies not in this card being weak, but that there are so few cybernetics so far and they do not really synergize well. It just takes 1 or 2 more interesting cybernetics to bring this one around. —
Welp, this card seems even more weak now; Anarch now have cards that let them abuse getting damaged. —

Something often overlooked by runners is that because Astrolabe's card draw is mandatory, it can be abused by the Corp at (in)opportune times. Wait until the runner ends their turn with a full hand and 0-1 s, and then just start spamming remotes (you might even go bold and throw down a naked agenda). This puts the runner in a pretty nasty dilemma - they start their turn with 8 cards in hand and no money. If they don't want to trash those shiny new cards, they need to play them, but if they want to play them, they need to get credits back first...and what about those remotes?? There's 3 of them they need to check!

Things to consider:

  • Shapers tend to have a lot of recursion, so they may not be too heartbroken if they have to temporarily discard a program or two.
  • 0 cards are a thing. Self-modifying Code, Modded(wince), and Same Old Thing make frequent appearances in Shaper decks, so you might still be doing them a favor.
  • You probably shouldn't try this against Hayley Kaplan: Universal Scholar, especially if she has some drip econ established.
  • Hardware is very difficult for the runner to get rid of (Aesop's Pawnshop, Trade-In). If you are running kill cards like Scorched Earth (or constant damage decks like Argus or Jinteki: Personal Evolution) and the runner's deck is starting to get low, you can "mill" them into flatline range (this is especially hilarious when they've been holding I've Had Worse in their hand and it suddenly becomes worthless).
  • Jank Extra Credit: Drop (and force the runner to draw) up to 5 cards in a single turn with Shipment from MirrorMorph, or play Ad Blitz to vomit up some obscene combination of the 8 types of advertisements you can theoretically stuff your deck with. Suck it, Fisk.
Let's not forget Personal Workshop, shall we? —
Also a funny little jank is that every card that the runner gains from Astrolabe also feeds Sweeps Week. It could give you a few extra creds, for whatever that's worth. —
I managed a 'dream' play against someone running Astrolabe in my horizontal NBN deck... I had two Turtlebacks rezzed, installed 2 new remotes, and played Sweeps. 4 from the Turtlebacks, 6 from the Sweeps, 2 new servers, and a free card. Great turn! —