Biotic Labor, Install Advance Advance Advance, Score Project Vitruvius or Megaprix Qualifier, add Biotic back to HQ.

On paper, this is the scariest identity ever printed. You can always guarentee that you will have the fast advance solution. It's up to the Runner to go into HQ and try and Imp the solution or lock R&D down. There's of course the issue of money, but you're in HB. You've got a lot of money options in both Marilyn Campaign & the list of Clearances still in standard. Even if you're not going for fast-advance and prefer a more glacier style, you can simply bring back Border Control or other high-value cards that you want copies 4-6 of.

Be very afraid. There's a new train being built by HB, and it has no brakes.

You see that Hedge Fund in Archives? Yeah, pick that up and make money, then throw down your Biotic Labor+Accelerated Beta Test combo.

Used all three of your Biotics? Take it back in hand when you have a 3/2 in hand for the win.

Must trash for almost all runners... and that's the problem. Technically, we should compare this to a reoccuring Archived Memories. But we can't take back our more important stuff like Ash or Nisei with it, and it does cost 1, although ETF does give you that credit back I guess. It's a tossup: would you like to waste a runner click making them trash this and not being able to take back things that arn't operations, or would you prefer just playing an Archived Memories from hand?

If you're playing sideways decks, this can be useful to grab Hedge Fund again and again until they go to trash it, but other than that, you're probably wanting a Archived Memories.

Probably the most interesting interaction I have seen from CSM so far (true for all the political assets) is out of Blue Sun. You can protect a political asset (or up to three with Worlds Plaza) with a beefy piece of ICE and then pull it back at the start of turn. After pulling the ICE back, you can choose to trigger the start-of-turn effects on the political assets. This gets absurd with Oversight AI and CSM. —
Great, that's all we need, more crap from Blue Sun. —

What does Fast Advance hate the most? Late game. They want to get seven points on the table before the runner has built enough money and installed breakers to break their taxing but porous ICE such as Eli 1.0, Architect and Wraparound. By the time we get to a late game scenario, the runner will usually have either Medium, R&D Interface or Legwork HQ over and over again to steal 2 agendas. Haarpsichord Studios gives you a small "panic button" where in that late game, if they steal something, they won't run again, and probably won't realize that you've been holding two Project Beales and a AstroScript Pilot Program just waiting for that draw of Biotic Labor. Noise looking through your Archives? He's going to take three full turns to steal each agenda for the win, giving you ample time to get Jackson Howard out of R&D and shuffle them back in. And we've all had that one game where the first two turns have been "Run R&D. Oooh, agenda! Run it again! Oooh, another one! Run it again! That's game!". And Old Hollywood is giving it a few nice tools with the new NAPD Contract replacement Explode-a-palooza to gain 5 credits without them stealing a thing.

But the biggest interesting move with this ID comes in the endgame. Install two 3/2 agendas when you have 5 points and they have 4 or less. Even if they steal one Beale/Astroscript, they can't steal the other, giving you next turn to just advance the Agenda that wasn't stolen for the win. Even worse, combine it with Award Bait to save money on the winning agenda, or even traps like the traditional Snare! or Cerebral Overwriter with Trick of Light to force them to reconsider running on any cards that you install unprotected during the game, creating an NBN shell game deck.

This will most likely not see traditional "tag-n'-bag" play, although it may be beneficial in a Midseason Replacements situation where the runner must win the game the turn they steal 1 agenda. Put down two Project Beales, have one stolen, Midseasons, Psychographics for 13 counters on Project Beale to win or Scorched Earth or Traffic Accident twice.

Overall, this Identity has the potential to not only save your game when things go bad, but give you the combos where the runner has just lost the game: they just don't know it yet. If you're not planning on running as many assets as you can with Near-Earth Hub: Broadcast Center or don't have tracing ice for NBN: Making News, this ID is for you.

While the "install 2 agendas and wait for next turn" trick is cute, sadly it doesn't work against Leela or anyone with Imp. —
Oh, or Singularity, which is apparently a thing in Eater decks. —
Kroen, while it's a bad idea to build a deck to only do that, there is no denying that it IS a viable play against a lot of runners, and can open up the way that you play the game. Every deck is going to have weaknesses. —
I think Film Critic also stops this: you steal one, and install the other on the critic. Still agree it's an awesome move. —