TL;DR: A draw card for setup decks. Especially potent with setup.

Credit > Draw. Therefore all following analysis assumes that only draw option is chosen:

  1. With a normal 4 click turn, there is 3 clicks to install things. Which equates to 3 cards, Diesel gives 3 cards upfront and does not need any further combination.
  2. Hyperdriver turn, 6 clicks to install things. 6 cards, quite good.
  3. Simulchip, Self-modifying Code, Street Peddler, Gachapon can all trigger this for an explosive turn.

In conclusion, it's good for setup decks where they install a lot. It's almost a good as a 4th Diesel there, and can be more. Also, just like other draw events like Diesel, this card is at odds with the Professional Contacts engine.

<p><a href="/en/card/26092">Paule's CafĂ©</a> also triggers this!</p> —

TL;DR: A card for the combo decks.

For its effect, you paid 1 credit and the opportunity cost of 1 card. This is not good if your goal is just to shuffle agendas back into the deck. For that you have Attitude Adjustment or Drudge Work which both is at least not a net negative.

Decks that want this card specifically wants:

  1. To assemble combo pieces that are 2x or 3x in the deck, but only really needs one of them. The other copies in hand, in addition with agendas and other unused cards can be shuffled in exchange for a new draw.
  2. To ditch situational cards that does not fit the situation for more draw (where it would be discarded otherwise). (additional Subliminal Messaging, tag punishments)

Works well with cards that give handsize bursts. Rashida Jaheem, Subliminal Messaging, Lily Lockwell

<p>It would go well with most combo deck, like fast advance decks (<a href="/en/card/21020">Reconstruction Contract</a>, <a href="/en/card/25080">Biotic Labor</a>, <a href="/en/card/12058">Audacity</a>) and kill decks (<a href="/en/card/25138">Punitive Counterstrike</a>, <a href="/en/card/11058">BOOM!</a>) or tag punishment decks, to name a few. It is like a better version of Moshing.</p> —
<p>Or Jinja, since you can get your ICE back into RnD where you can draw them and install for free and at the same time trigger maybe 3-5 extra draws.</p> —

By now, Ankusa now has support in terms of:

  1. Money-fight: Data Folding, Rezeki, Dedicated Processor.
  2. Pelangi as a Paintbrush that doesn't need facechecking.
  3. Derez-support that further strains the corp: Hernando Cortez, Xanadu, DJ Fenris (Reina Roja: Freedom Fighter), Network Exchange.

Which means that Ankusa will start a money-fight that the runner will eventually win 99% of the time.

<p>The runner will most of the times win the long game. Ankusa's main problem is the tempo hit that let's the corp win before you're getting there. Comboing it with Dedicated Processor and Pelangi doesn't exactly make it faster. But yes, in the long run, this is the ultimate denying tool that completely devalues ICE as a card type. In the very, very long run.</p> —

A green Embolus-ish card at first sight. However they are much different in their uses. Reduced Service:

  1. Starts at full strength, enabling reactive lockdown of a server that you predict the runner would run. (E.g. Create a scoring window on the remote, protecting a naked Bio-Ethics Association after the first run in Jinteki: Replicating Perfection, protecting Ronald Five on the last click, etc.)
  2. Counters cannot be regenerated once exhausted, barring derez shenanigans with Divert Power or Test Ground in Standard
  3. Is more like a Tollbooth in server tax calculation compared to Border Control for Embolus
  4. Is more usable in asset-spammy decks (Centrals only) compared to Embolus
  5. Not payable by Bad Publicity
<p>This asset incentize the runner to go against centrals. In a glacier, this card could shine very bright.</p> —

Summary: A card that compliments traces that are weak in payoff. E.g. Gutenberg, Macrophage, Traffic Analyzer.

Traces can be explained in game theory, where the Corp decides on their strategy (Boosting trace) before the Runner decides on theirs (Boosting Link). Therefore as the Corp, it is best to make the payout of both Runner choices as close as possible, since it is certain that the Runner will choose the least bad option given optimal play & similar value assessment.

The only basic action available for the Corp to change the payout balance is boosting the trace by using credits. This lowers the payout for winning the trace (since credits spent are "wasted"), BUT does NOT affect the payout for losing the trace (each credit spent is contested by an equal spending by the Runner, assuming equal value of credits for both side). The action favors traces with an payouts far outvaluing the credits that the Corp would spend for it, common examples are SEA Source in the SEA Scorch combo, Punitive Counterstrike, Hard-Hitting News. These cards do not work well with Aryabhata Tech since the winning case payout is already so far ahead that the Runner would be contesting the trace whenever possible most of the time.

This card increases the payout for winning the trace, which increases the expected payout of the trace. In my jank Aryabhata Tech, Surat City Grid, Traffic Analyzer trace spam deck, this card sways the balance of the Traffic Analyzer trace payoff matrix. Now instead of just a +1 (win) vs a +2 (loss), which Runners will let it fire obviously for a marginal expected gain of +1, it is now a +3 (win) vs a +2 (loss), where Runners are expected to contest for a gain of +2, double the original payout.