This asset is essentially a risky biotic labor. The risk is that it is an asset and a cheap trash to boot. You can't rely on it for a key strategy or you'll find that strategy ruined when it gets trashed. Compared to Biotic the obvious upside is that it can result in more than one extra click. A twice advanced Haas Arcology AI is worth two Biotics at the price of just one. The arcology has an additional disadvantage in that it takes at least 3 to become worth playing, 1 to sintall and 2 to advance.

This should all be pretty obvious, so lets illustrate a few points that might make this more desirable in a specific setup over just a normal Biotic Labor.

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-This card is more easily recursible and tuterable, Executive Boot Camp and Tech Startup can fetch this out for you when you need it, Team Sponsorship, Architect can recurse used and/or trashed copies, multiple times even. Blue Sun: Powering the Future can recurse this right off the table.

-This card can be used for hidden information tricks, play it in a heavily iced glacier remote and advance it twice, bluffing a 3-5. If he goes for it he'll have to break your glacier, possibly spending enough to open a scoring window next turn. If he leaves it alone you can rezz it and FA one or even two 2-3's in a row from your hand, assuming he still doesnt go for it after you complete the first one. A unique Jinteki deck could even install this naked and advance twice.

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In other words, Biotic Labor has much less risk, is much more easily splashed (it doesn't require support cards) and far quicker, Haas Arcology AI however when pulled off is likely to be worth two or three times as many scored agendas at a much lower cost.

If your deck uses asset recursion already to reuse Adonis Campaign or Eve Campaign, likes to glacier up and/or tutors assets AND uses Biotic Labor already for FA strategies, then give this card a test run. When pulled off it will work beautifully, but to make it work you need to align a few stars first.

Something worth noting is that Haas Arcology AI can only be used once per turn. So, you need to spend additional resources to defend it in another server; otherwise you risk clogging your scoring server and agenda flooding. —
Thats part of the gamble, the idea isnt dedicating resouces to protect it, the trick is to use existing resources to protect this to then play your agendas directly from hand, instead of protecting an agenda in a big ice-heavy remote you protect this in that same remote and use it to chain out agendas from your hand. —

This card speaks for it self, then whispers sweet things in your ear when you dont expect it.

Its one of the most powerful tutors you can find, here's why: 1 and 3 get you: One free turn to use near any icebreaker you want, regardless of cost. One turn to exploit superpowered super expensive icebreakers like Femme Fatale or Torch for just a 3 "install" cost. After youre done with what was hopefully a fruitful turn, the tutored card goes to the top of your stack, which means it is ready to be drawn and installed, no useless random draws blocking your path.

At first glance you might think this is where this card ends in its usefulness, but wait, theres more! For starters this card can recover discarded cards, thats great by itself. The fact that the tutord card goes back to the stack is a downside, a "cost" to balance against Test Runs great power, but there are some cards where this is actually an upside.

The most obvious raw power synergy is with the limited-charge breakers that have surfaced in recent expansions, Overmind, D4v1d, Cerberus "Cuj.0" H3, Cerberus "Rex" H2 and Cerberus "Lady" H1. Test run lets you play the breaker and use some counters, then later you draw and reinstall with fresh counters! Combine with e3 Feedback Implants to potentially double the effect.

A few programs and breakers need/can select targets, such as Femme Fatale, Cyber-Cypher and Knight, with test run you can target different targets with each install, though not allways needed this option can come in handy in certain scenarios.

One more synergy worth mentioning: If you Scavenge the Test Run card, that makes it permament, no returning to the stack, this combo play can easily pay your way to victory.

Another interaction is with the #Eureka card, which allows for some sweet, albeit underused, next-turn installing for those big juicy programs. —
The only big downside, and the main reason that it doesn't see as much play as SMC, is that you need to know exactly what you need before you play it. But for less aggressive decks that isn't so bad. Also, this has slightly different synergy with Magnum Plus than SMC, because you can get your MO out with only 3 credits, then click 3 times and have enough money to install it next turn, as opposed to needing 7 credits up front with SMC. But at that point you are just spending more clicks and less credits. —
Test Run is also superior to SMC in London Library decks, since you don't want the program installed permanently. It just goes back to your stack, ready for your next visit to the Library. —
I've successfully used this card to jump-start economy by bootstrapping Magnum Opus. Play and get out MO then spend 3 clicks to gain 6 creds, next turn draw MO and install. Voila. —

In the first wave of "Morph" ice Changeling is the most stable of the 3 cards.

For its ress cost it is one strength lower then another 5 priced ice the Fire Wall, and has the same influence cost. For the purpose of taxing this makes changeling vastly inferior, unlike Fire Wall however this guy can change into a Sentry form, making him slightly more useful for actually ending runs when it matters.

Pros:

-Can become a 4 strength sentry that ends the run for a total cost of 6 and an extra click, a fair price compared to Guard.

-Not counterable with an unmodified Mimic. Some icebreaker suites may have to spend unreasonable to get through.

-Good target for Patch, locking out modified Mimics and becoming a respectable tax (6 to break on average) and very difficult to get through with stealth breakers. Just watch out for cutlery events.

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Cons:

-Bad tax in barrier form.

-Expensive.

-Only 1 routine for its price, bypassable with Femme Fatale or Knight fairly easily.

-Countered somewhat by AI breakers.

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Changeling shines in a strategy that focuses on denying the runner breakers, if you manage to kill a certain type of breaker Changeling has a good chance of being able to morph into that type and lock the runner out. Especially if you target sentries.

Being at 4 strength instead of 5 gets around D4VID though :) And if they use Femme on your Changling, I'm pretty sure that's just fine —

An undervalued card.

One of the least sought after rounds for a corp player is the one where he has to spend the entirety of his turn to negate virus counters. Effectively giving the runner 2 consequtive turns to catch up/gain an advantage whilst doing nothing. So you better make sure there is a lot of counters on the table when you do wipe them. For the runner, having your counters wiped is a boon and a curse. An extra round is good, but if the corp is in a good position it is very bad to have lost some of your power.

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If the corp wants to get to that point where wiping counters feels like a natural move the corp has to set himself up economically and with board presence enough to continue full strength when he finally gets his next turn, if the corp player is forced to wipe when his position and/or economy is bad he puts himself at an even greater disadvantage than he is already putting himself in by "forfeiting" a round.

This card lets you create that extreemely bad circumstance artificially.

Generally a virus heavy deck might get viped once or twice a game, three times if things get extreeme or if the corp gets a large advantage, so this card HAS to come into play before then to be effective. This makes Fester a two or three of include card. it will only work in a deck with a lot of virus counters and even then only when the corp wipes them. Assuming that the corp wipes twice in a game one of these guys will cost them 4 at a cost of 1 to you, a net benefit of 3 per wipe. Many copies of this card in play at once stack, so if the corp wipes twice with two of these out you cost them 6 or 9 with 3 out. Assuming you force the corp to wipe at least twice, the numbers then climb higher if they must wipe more often then that. This card is basically a reverse Beanstalk Royalties, or a reverse Restructure if they wipe 3 times, and so on.

The corp has two answers to not take this huge loss in tempo. Not wipe or wipe when they are at 0 credits. Forfeiting turns when your total is 0 or when it would be reduced to 0 is nearly as good as them forfeiting the game, depending on how lucky you will be with your upcoming runs on badly protected servers. The other option, not wipe, is probably the better one, but still a sour apple for the corp. The corp does not want you to have 3 or 4 counters on 3 or 4 different copies of Medium and/or Nerve Agent, they want to wipe it, but at the cost of an entire round and 2-6 they just cant do it unless they somehow get a huge advantage.

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This card is a Ciminal card painted red. It does what you normally expect from criminals, mess with the corp's economy forcing them into bad play's. If you want to splash blue into red or vice versa consider this as an element of war against the corp, build those virus counters and play this when they dont expect it, make them choose between their and your multi-access.

If this card has a disadvantage, it is low priority. Why would you "potentially" cost the Corp some credits, when you could just as easily include cards that gain you the same amount or more streamlined cards for more dramatic effect? Streamlined as in Account Siphon.

This is not so much a review of Orion as it is a review of all space ice.

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Space ice or Asteroid Belt, Nebula, Orion and Wormhole to be precise, all have the advantage of being cheaper the higher they are advanced. A fully advanced piece of space ice can be ressed even when youve somehow been reduced to 0s.

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This is the first advantage of space ice, they can be operated cheaply. Instead of paying for them in one lump sum you can chip away at their price when it suits you.

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Space ice is strong, the weakest of the three, Nebula is still strength 5, Asteroid Belt is a respectable 6 (broken by Corroder for 5 per run or Cerberus "Lady" H1 4 per run) and Wormhole, the most interesting of the bunch (even including Orion) is strength 7 (broker by Gordian Blade for 6 or ZU.13 Key Master for 7). For ice that cost you only 3 to ress those are really good numbers. Orion has the disadvantage of being all 3 types, but its not considered a destroyer nor AP, which makes it immune to Sharpshooter and Deus X.

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This is the second advantage of space ice, it is strong and taxing.

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Space ice has a few extra good points that make it versatile. The advancement tokens stay on ressed space ice thus targeting them with Criminal de-ress cards is useless, furthermore those same tokens can be used to fuel Trick of Light if you are playing that kind of fast advance. Wormhole notably is the most versatile space ice, its subroutine can be used to trigger the effects of ice normally to weak to trigger some powerful subroutine (Neural Katana) or an exceptionally powerful routine from expensive or illicit ice (Heimdall 2.0 brain damage + end run, Checkpoint, Shinobi). Remember that Wormhole and Orions versatile routines are resolved after the runner has declined or failed to break it, you can surprise the runner by not ending the run on a remote server and doing some damage or utility instead, thus perhaps leading him to beleive that the server might not contain an agenda as he though and leave it alone for the rest of the game. If you do not have enough clicks to ress space ice when you need it, do not be afraid to ress it when its only halfway done, it may cost you 3-6 credits to ress a Wormhole but it's still worth it if you think the runner is going to run that server 2-3 times that turn. Also fun fact: If you have an Orion and Wormhole ressed, and the runner encounters and cannot break Orion, Orion will destroy a program, then you can use Orions routiene to resolve a subroutine elsewhere, resolve Wormholes routine and double up on Orions program trash.

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This is the third strength of Space ice, versatility, especially in the case of Wormhole.

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Summed up pros:

-Cheap.

-Strong.

-Versatile.

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Space ice has some definite weaknesses as well. First among them is their slow speed. It takes 2-3 rounds to make a piece of space ice efficient, that requires you to have a lot of unspent lying around. If you have a lot of Space ice it becomes an impractical chore to advance it all, it is better to mix it with normal advanceable ice to better confuse your opponent and not be forced to spend too much time advancing ice throughout the game. Asteroid Belt especially can be replaced with Fire Wall and Ice Wall. A Fire Wall with 3 tokens can masqerade as space ice and still very efficiently stop the runner cold. Over time clicking space ice tends to replace clicking for credits, this can leave your credit reserves dangerously low as you go about managing your non-space ice cards. A good thing to keep in mind that the time it takes to get Orion to 0 res cost is the time required to score a 3 point agenda.

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The first disadvantage of space ice is that it is slow, especially when you have high numbers of them.

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Space ice in general has 3 hard counter cards. Femme Fatale breaks any non-Orion for 1 credit and orion for 3, Knight is similarly efficient and D4v1d tokens liquify space ice like nobody's business, especially in combination with cutlery events (all three types of which will affect Orion). Cutlery events make space ice users cry, that cutlery events were released in the same pack as Space ice is laughtable because they counter space ice so hard its not even funny. Picture this, 1 D4v1d can melt up to 3 pieces of space ice, pre Clone Chip, the appropriate cutlery event will then remove that ice. The two can be played for a total maximum cost of 5, in this case you just spent 4 and 3 to ress a piece of ice, the runner just spent 3 and 5 tops to destroy that space ice (not including the fact that the runner may be able to break and cutler more then one ice in one round.)

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The second disadvantage of space ice is that it is countered by Femme Fatale, Knight and D4v1d.

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Summed up cons:

-Space ice is very slow due to click requirements. Advancing space ice cost you clicks usually spent to gain single credits.

-Space ice has some hard counters, Femme Fatale especially is not uncommon.

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Combinations and unique strengths:

-Wormhole obviosuly combos with any card that has a powerful subroutine, try to splash in some unusual or powerful pieces of ice when you have Wormhole around. Destructive stuff like program trash is allways good but dont forget utility ice like Shiro and Architects first routines. Wormhole can copy Bioroid routines and isnt clickable. Wormholes high strength makes it good for pretty much anything, even just ending the run. For 2 influence Wormhole can be splashed as a 2-of and do tonnes of good work out of faction.

-Asteroid Belt is only 6 strength, 1 above Fire Wall, this makes Fire Wall generally the stronger option because it is faster (the difference in is made up for in cost). The two together however makes for some untouchable servers in a Superior Cyberwalls based deck.

-Nebula is probably the cheapest no-complications way to get a program trash effect, weakness free, on the table. Other methods are weak (Burke Bugs, Lycan) alternate cost heavy (Archer, Grim) or have some disadvantage such as being trace reliant or clickable (Sagittarius, Ichi 1.0). Nebula shines along with Wormhole since Wormhole can copy Nebulas routine at a higher strength.

-Orion has every subtype and can benefit from Superior Cyberwalls or Encrypted Portals. If you get multiples of Orion you can work around the unique limit by using the The Twins. An Orion sitting for a while with 4 tokens on it may cause the runner to think its an Ice Wall or some other piece of advancing ice. Because Orion requires agenda level time investement it is best compared to Archer, archer costs 4 and 1 to deploy, plus whatever amount of and you spent on the agenda, the main difference here is what you gain for the scored agenda, generally the scored agenda is Hostile Takeover or some 1 - 3 that grants a one time benefit, the total cost of an Archer ressed with Hostile Takeover is 7 and 4, but hostile takeover gives back the 7 exactly and makes up for the bad pub by being super tough on the runner pool. This means that Orion is inferior to Archer in terms of tempo. If you run small agendas anyway Archer is the way to go, but if you plant to have as low agenda density as possible Orion is your guy. The two work well together if you have deck space.

-Shipment from Kaguya/Shipment from SanSan both let you advance cards when youre low on , use these to "force advance" space ice and agendas to speed up and make up for credits lost to advancing space ice. Matrix Analyzer and Pop-up Window together can create a mini-economy that generates ice advancements for you. Wormhole especially might have a home in Jinteki decks, i've tried it in a Tennin Institute: The Secrets Within glacier variation and it clicked right into place (Chum into surprise Wormhole with a Neural Katana ressed on the table, the runners face when they realize it wasnt an Ice Wall, priceless). Trick of Light can be used to take the useless tokens of ressed space ice.

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Generally, Space ice fits into a deck that has spare creds lying around, as well as spare clicks, if you include too many space ice you wont be able to ress them all without building around them in your deck. Wormhole especially is a gem and Orion is very much like a super ice with agenda-level effort to get it running, usually best ressed with some card support. Space ice require a time investment that fast decks cannot allocate properly, space ice is much more useful in glaciers.