That's it. Starlight Crusade Funding doubles deck is HAPPENING!

I have no idea if it will actually be viable. Neither this nor crusade are connections, so they can't be tutored. But just imagine this turn: Lucky Find, Lucky Find, Queens Gambit, Power Nap. 24 credit swing in one turn. There is no flaw in this plan. NONE.

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Makes hard at work work too. —
Does spending a click for a double actually count as losing that click though? —
No, but this card will give back the lost click from starlight itself —
I don't think this will create a successful deck. But I, like you, am going to try it anyway :P —
I just like that this card enables either a faux-Voicepad deck or it makes hard at work reasonable (not GREAT but reasonable, especially beside Data Folding). —
This with Wyldside and Maxx will let make you a machine of card drawing. Draw two for Wyldside and gain a click, discard two for Maxx and draw a card. I'm not sure if Hard at work will cut it. The investment is 7 credits for 2 every turn, that'll be 4 turns after the one you installed it on to start gaining anything. But Wyldside, to me, seems like the perfect combination with this. —
Re: Wyldside and Maxx, remember you can choose the order of your own "At the start of your turn", making Test Run viable for tutoring again. —

To me, this is the most intriguing card released in Order and Chaos. The flavor is pure Anarch: screw with the corp's hand, go fetch the good stuff from the dump. #&@* you, mother#&@*er indeed.

The best comparrison card here, I believe, is Legwork. Both cards have the ability to do something to three cards in HQ, on their own. In faction, it's no contest: Anarchs should play Wanton Destruction to save influence and for the ability to synergize with other in faction cards (namely Eater). Criminals, I believe, will still want to gut punch the corp with Legwork, as well: The influence swing is again the deciding factor, and you probably have other ways you want to spend clicks on your whole turn.

In Shaper, however, and maybe just in the event-driven deck I run, it becomes more interesting. Legwork can insta-win the game for you. However, it comes with all of the downsides of multiaccess: Snare! death traps, setting up a Punitive Counterstrike, or simply hitting a hand full of ICE and Operations. Wanton Destruction doesn't care. Think your opponent is setting up the game winning SEA-Scorch-Scorch? Wanton Destruction first click GUARANTEES they won't be able to hit that combo if it's in hand already. You're still SOL against Project Atlas, though. Did you see some Biotics in hand? Wanton Destruction can mess with those plans.

It does have a bigger influence hit than Legwork, so you probably will run 1x Wanton as opposed to 2x Legwork. You can always run one of each instead of 3x Legwork, if that's your thing.

Pros:

  • Ucks with the corps shi.
  • Combos with Eater.
  • Doesn't care what's in the hand.
  • Can prevent you from losing the game via combo like no other card.
  • God help the corp if you are running extra clicks.

Cons:

  • 4 influence likely makes it a 1x out of faction.
  • Takes up a whole turn to really do it's job.
  • In some cases, multi-access is just better than trashing.
  • Deson't synergize with HQ interface.
  • Loses some bite off of Same Old Thing
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So nice with Hyperdriver. I just can't justify the influence cost post MWL though. —

Combos very well with Swift console.

THE Scorched Earth alternative. Let's do a comparrison. For a Weyland deck to run Scorched Earth, it probably needs to include some of the following:

It can add up to a lot of cards to focus your deck around. The influence cost is pretty significant, and it can be hard to include some other tricks into your deck. This isn't to say that Scorched is a bad card, because clearly it's not. This is to highlight the wonderful alternatives that Punitive Counterstrike affords while still keeping the flatline play in your deck. To run Punitive, you need:

That's really it, although Archived Memories and some other cards are nice to help support the multiple Punitive combo. But, there you have it: Punitive Counterstrike needs itself and Agendas to work. In Weyland, it doesn't need as much influence. Outside of Weyland, it's less of a hit than Scorched. The deckspace and influence you save over the Scorched combos can be saved for other surprises.

Pros:

  • Doesn't need tags to work.
  • Can potentially punish multi access like no other card without multiple copies.
  • Playing with it frees up deck space when compared to Scorched.
  • Combos with itself.
  • The Combo is cheaper to pull off.
  • Only Plascrete and Riches can protect the runner from your eventual wrath.

Cons:

  • Is even more vulnerable to Plascrete Carapace.
  • It goes away in the late game, as the runner gets closer to winning by setting it up.
  • You need to include mostly 3 pointers, which limits your agenda options.
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One important note, though, is that Punitive is still a trace. A strong trace, it's true, but if the runner has money a Snare!+Scorch will kill much more reliably than Punitive. —
I keep trying to fit Closed Accounts into my Weyland flatline decks for this purpose, but even though the Influence cost is only 1, I still can never seem to find the space. —
Additional Pro: One of the best flavor texts in the game, imho —
Does punitive work off stealing the executives like chairman hiro? —
metafoxx - no, it does not. Any card that says (Add to your score area) instead of (steal an agenda) does not activate Punitive Counterstrike. This applies to executives like Chairman Hiro, as well as taking agendas through Film Critic. —
I find that Punitive is best combo'd with Argus and Scorched. If they take the tag they open themselves up to Scorched, if they take the meat damage your punitive might be in kill range. I love it even more against multi access decks. —

OK, OK, before you put this card in your box and never take it out again, hear me out.

Spending 2 for a drip econ card that dies to the first tag you take seems like a huge drawback, and it can be. But let's take a look at it in a situation where it is supported.

Let's say you are running a resource economy. You are probably including The Supplier. If you're not, well, go consider The Supplier, yo! netrunnerdb.com

Installing this card off of the supplier costs a click and is delayed a turn. That's it. If it stays out for a turn after that, it has paid for itself. After that, it's free money. Get multiples of these out and you get a substantial amount of free cash. Supplement with a Kati Jones (also free on The Supplier), and you can have loads of cash in a burst. Getting 20-40 credits in the bank consistently late game will happen.

Doing this requires packing NACH and/or being careful in situations where you could be tagged. Empty Zona at the end of a turn if you think you might get SEA Sourced or Midseasoned, or before a run if you think you might get Snared or Ghost Branched. And, obviously, you need to watch out for pesky Breaking News plays.

A benefit to needing some of these support cards is that they are all the same support cards you need to run Rachel Beckman. She is more situational than Zona (and more expensive), but paying 6 for her off the supplier (and getting the instant extra click) is actually a pretty good deal. And 5 click turns are 5 click turns.

You might doubt the efficacy of this economy, but I've been running it in an Iain deck to great effect. I'm sure somebody could turn it into a monster with Andromeda... I just won't be that person.

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Another decent tag-avoidance system is Qianju PT. It's hardware, so more synergy with the Supplier, and unlike NACH it doesn't go away. —
Leela is perfectly happy with this card dripping creds while she prepares for her next T.K.O. Great form of pressure, forces the corp to play 1 click ahead of the game, always. —