Chop-worthy cards:




you might say they are on the chopping block —
Worth noting that, because all your "start of turn" triggers enter a queue & must be executed, Activist Support will still give you a tag even if you trash it to Chop Bot. —
phette23, you can avoid the tag if you resolve Chop Bot 3000 before Activist Support. Look at the interaction between Aesop's Pawnshop and Wyldside on page 22 of the rules. —
I don't think you can replace your console.. ever. If you install it, that's it. Not even a second install of the same console. —
@HandKing You can't install a console if you have one installed. But if you feed it to the Bot, you can install a second copy or even a different one. —
<p>The main problem with activist support would be that you get the tag at the beggining of the <strong>corp</strong>´s turn, giving them a whole turn to do scary things before you can send your chainsaw bug to take care of the activists</p> —

Ignore the first ability. If you're using Wyrm to break subroutines, you're doing it wrong. That leaves the ability to raise Wyrm's strength and lower the strength of currently encountered ICE and that's the real reason to use Wyrm.

Combined with Mimic and Yog.0 (and possibly Morning Star), you can use Wyrm to adjust the strength of ICE to a point where static ICEbreakers can break subroutines economically. Used like this, it's not terribly inefficient to get past stronger ICE compared to other ICEbreakers.

Perhaps the best use of Wyrm though, is in combination with Parasite. Sure, you need to pay to raise the strength of Wyrm up to match the ICE's strength and then pay to bring it all the way back down to 0 but you don't need to break any subroutines and you only have to do this once because the Parasite will immediately trash the ICE.

As with most wyrms, Personally Touching it really helps it spring to life. —
The subroutine breaker is still good against traps, which generally have low strength and can ONLY be broken by AIs. A side benefit to using Wyrm is the ability to break those (albeit at significant cost) in a deck that might otherwise not be running an AI at all. Additionally, Atman is another fixed-strength breaker for it to interact with (although it costs 5 credits to bring a 5-strength ICE in range of 4tman...) —
So to break a stength 6 sentry, you up strength 5 times, lower sentry's strength 2 times, and use mimic... tell me why didn't I just use Femme Fatale? —

Spinal Modem is a dramatically underrated console.

Recurring credits

2 can be more ICEbreaking power than Desperado provides: you'd need to make at least three successful runs on a turn to gain more credits than the 2 Spinal Modem provides. it provides those credits up-front, too, so you can start running with fewer credits in your pool. In comparison, Desperado requires you to have enough credits to complete the run in the first place.


is a little tight for use as a console in an Anarch deck, so you'll probably want to include other cards that provide memory. Dyson Mem Chip is a perfect complement to Spinal Modem: not only does it provide the extra memory that you might want, but it provides the you'll want to defend against traces.


Note that you only suffer brain damage for traces you lose during a run. This puts the console's drawback almost entirely under your control! If you're worried about traces then run more selectively until you're rigged up and can break tracing subroutines. Almost all tracer ICE are sentries, with the exceptions of Viper and Viktor 2.0. So once you install your killer, most traces from ICE simply won't occur in the first place.

You know who loves this console? Gingerbread. —
The issue I've always had with trying to make a deck using this console, is Anarchs don't have a decent breaker suite that goes well with this. The fixed strength suite is probably more dependant on Datasucker tokens than credits, and Grimoire is just better for that. Plus, with the release of Faust, most Anarchs are not breaking ice with credits. —
Now that Data and Destiny is out, Resistor is a Barrier Tracer. Also, TMI is a barrier that has a trace on rez —

Let's start with the 800-lb gorilla: the install cost is 6, which is hefty no matter how you look at it. Obviously, this isn't the card you're looking for if your credit pool is empty. However, if you already have some money, Liberated Account is a pretty good economy card:

Do you like the burst economy of Sure Gamble? Gaining 4 in a single is about as good as you can hope for and Liberated Account lets you do that four times!

Do you like the efficiency of Magnum Opus? Assuming you already have 6, Liberated Account is as efficient as using an already-installed Magnum Opus five times:

  • 1: install, -6

  • 2: use, -2

  • 3: use, +2

  • 4: use, +6

  • 5: use, +10

Plus, it doesn't even need the that Magnum Opus requires.


Queen's Gambit is, at its heart, situational economy.

How many times have you been in a situation where there was simply no way you could break into a (remote) server? This is a card that lets you acknowledge that something is temporarily out of reach in exchange for 6 credits.


  • 0 credit cost. Do not underestimate the usefulness of this! You'll never need to do something else to get credits before playing this card.

  • Significant burst econ.


  • Obviously, depends on there being an unrezzed card in a remote server. This isn't always something that happens for pure fast-advance corp decks.


  • Anarchs tend to rely on tools significant up-front costs but don't need much afterward. (See: Yog.0)

  • Liberated Account is 6 credits. Queen's Gambit gets you 6 credits.

  • Expose effects (eg: Infiltration) let you know if something is really safe to place the advancement counters on.

  • Prevents you from accessing traps that are used to protect upgrades (eg: an Edge of World protecting a SanSan City Grid)