I'm not sure if there are other cards that are basically a must-include in a particular Corp deck, but Wall to Wall is build for Earth Station. Note that it only activates three abilities if you only have one asset rezzed. Earth Station, no matter the side, only allows for one remote server. In fact, aside from Rashida, this was the only Asset I had in my "not-quite-GNK" Earth Station deck at my LGS.

So why is this built specifically for Earth Station? As I said, this only kicks in if there's no other rezzed Asset. Apart from Rashida, this was part of my Earth Station glacier (which was devastated by an Alice running Apocalypse round 1). That's beside the point. If there's only one server, you can fire off three abilities, so it's perfect for Earth Station. You can get a credit, draw a card, advance that Colossus so the poor Runner has to trash their Progenitor hosting Aumakua when they face-check it at 4 strength. Or, if you have an agenda you want to slap down, simply bounce it back with the fourth ability. This is a powerful Asset that becomes weaker in Asset Spam decks, but in single server decks, it is a terrifying thing to go against. Why? It gives you three clicks worth of things to do before you even do your mandatory draw. This is precisely why I feel it was made specifically for Earth Station: it benefits most from the limit of one remote server. Wall to Wall is unique, so you can't spam it; you're stuck with the one. Otherwise, it would be far too powerful.

Unless you're playing a single-server deck, find a better drip econ card, like PAD Campaign or Rashida. If you want advancements, play Tennin or run Cayambe Grid. This fits best in one-remote glacier decks, especially with its bounce ability allowing you to return it before you draw and then slapping down something else.

I'm actually surprised Steve has no reviews. Guess I'll be the first to comment on how powerful he is.

Before he got rotated out, Steve was a big part of my LGS meta. If you weren't running , you were instead playing Panic (but don't actually hang him) to host Steve, and for good reason. Recycling cards is powerful as the Runner; there's a reason why Levy AR is restricted. The only downside to his ability is that the Corp picks which card you get back while the other is RFG'd. One of the guys at my LGS would actually say "Sure Gamble or Sure Gamble?" when forcing the Corp to let him recycle a Sure Gamble. Steve is immensely powerful in any deck simply because you can recycle basically anything; it just depends on what the Corp deems to be more dangerous to let you keep. The only stipulation is that it's only for the first run on HQ each turn. Of course, Criminals know how to bypass your ice. The fact they can recycle any of their cards, especially those with powerful trash abilities, should be scary for any Corp player.

So why Steve over other another Criminal? Someone like Los or Nero would have a decent one-per-turn ability, but after a certain point, Los is as blank as an after-game-start Val, and Nero, in my opinion, is more for face-checking. Gabe has a decent ability of his own (and is a great teaching tool for Runners), but after a certain point, the credits aren't as useful as getting certain cards back, especially in the late game when you need another Sure Gamble or a previously trashed program or hardware. Of course, you could play my least favorite Runner ever, but I refuse to discuss her. Of course, you can only play Steve in the Eternal and Snapshot formats now. Considering how big he was at my LGS, I kind of hope Steve gets cycled back in sometime in the future.

After my last review where I lambasted my least favorite Runner ID, I thought maybe go back and visit a card I really like. And that card is everyone's favorite guardian: Aumakua. Fun bit of trivia: an aumakua (pronounced oh-mah-KOO-ah) is, according to Hawaiian folklore, a guardian deity of one's family. One of the forms it can take is everyone's favorite turtle program.

I absolutely love Aumakua. Not because it's exceedingly strong (it can become the juggernaut if the Corp doesn't purge), or because it's incredibly cheap (1 per subroutine is pretty good, especially for a 3 install). I don't play Criminal all that often, either, but it isn't because of influence (1 influence is incredibly cheap). So why do I love Aumakua? Because it's one of the first cards I saw during my first game.

Bit of story time. At my LGS, the January before the announcement of Jacking Out, I made the mistake of picking up the Core Set of L5R. While looking for people to play against at my LGS, I came across some people playing Netrunner. Curious, I stopped to watch the game, and after a few rounds, I asked if I could play. One guy, let's call him J, let me borrow a Valencia Estevez deck. I don't remember the entire deck setup, but there were two cards that stood out: Maw and an fan-made alt-art of Aumakua he had gotten from eBay (sleeved, obviously). The turtle stuck with me, and as soon as I got my copy of the (original) core set, I picked up Crimson Dust and Daedalus complex, making a Noise deck with Aumakua, not realizing Noise was rotated. During my early days, I would try to slot Aumakua in wherever because I liked the card. If NISEI wanted to print their own promo art for Aumakua, I'm sure I'd buy it in a heartbeat, all because it's the card that got me into Netrunner in the first place.

<p>Cool story = )</p> —

I hate this ID so much. Leela is the bane of my existence when I play Corp. The first time I encountered her, I was playing a Sportsmetal deck I lifted from here called "Real Fake Points". I got swept badly. In addition, a friend of mine who I play against on J-Net continuously uses a No-Run Leela deck. As in he doesn't run, he simply relies on three Gang Signs, three Fisk Investment Seminars and three HQ Interfaces. To be perfectly honest, I feel that Leela's ability is a crutch for new players. Bringing Gabe back in the System Core was a good idea, but you couldn't save Andy or Steve? To be perfectly honest, I was hoping she'd rotate out with Lunar. Maybe I have such strong feelings about her because I don't play Asset Spam, but I still feel that Leela is too strong in any game state. Maybe I should start adding some copies Cerebral Static... Oh, wait, that's gone.

<p>I don't feel as strong about Leela, but boy is it a bad matchup with sportsmetal. In my experience you want to avoid the draw reward from sportsmetal scoring once gang signs hit the table. But your in deep waters even then. A run focused Leela is still a lot of fun for beginner players in my mind in a similar fashion that sportsmetal is funnily enough. If your opponent steals/scores you get a bonus. Ain't that nice :)</p> —
<p>I think Leela’s ability by itself it not a terrible problem. It can be strong, but it also helps keep the pacing of the game if the Corp has a strong FA strategy. The problem is when people pair her ability and make a “no run” deck. That idea goes against the whole idea of Netrunner and playing a Runner. These are decks made by “Spike” players and they usually foster NPE. I completely get that feeling as it is prevalent in all deck building games, although LCG’s tend to suffer from it less than CCG’s, where Spike players are encouraged to break the game for everyone else.</p> —
<p>That deck is frustrating to lose against, but it's plenty beatable. You just need to go fast and take some calculated risks. I think that every corp deck needs a rush mode, and I'm happy that runner archetypes exist to enforce that necessity. My main criticism of Leela is that she is enormously high variance, so when she goes from 'lucky snipe' to 'ruining your whole day' it can feel extremely unfair. That said, I actually think she's fine.</p> —
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The easiest thing to compare this to is Clone Chip. Both are 1 install hardware that allow a program install from your heap. If he wasn't rotated, I bet the Exile would have fun with it. Anyways, with Clone Chip now gone, we have this to take its place. The first notable difference is the additional cost. Whereas Clone Chip is a flat to install for cost, this costs 3 less, but in order to use it, a program has to have been trashed this turn in order to fire off; otherwise, you have to trash a program. If you have a disposable program, such as a Kyuban on a piece of ice you can no longer feasibly get to or an SMC when you have your full suite out, then Simulchip is the chip for you. Otherwise, the best time to use it is after dealing with or recovering from a trash subroutine or operation, such as Enforcer 1.0 or Trojan Horse. In addition, if you're running bounce programs, like Lady, Gauss or Euler, this could be useful for a reinstall.

My thoughts on this hardware? Personally, I like Clone Chip better, simply because of its flat "install for cost". You could see this as a better version of Clone Chip if you have a lot of disposable programs, but I tend not to do that. However, Simulchip does give the option to save a program after having to trash it from a Corp card. However, if I need to recur something like SMC, I'd prefer to not waste the 3 less on it. 0 or 1 programs are probably better as fodder for this if you can spare it. Otherwise, this is a more reactive hardware to be used after the Corp tries to shut you down.