Calibration Testing is SanSan City Grid done right.

It's suitably costed, both to rez and trash, unlike SanSan's ungodly 5 credit trash cost, and being single use means that you can't just windmill agendas like you could with SanSan.

Regardless, this is genuinely strong, and expect that most NBN decks, be it CTM, Sol, or NEH, will run 3x of these bad boys to score out effectively vs a runner that fails to trash these.

Whether thrown out in the open among PAD Campaigns, or behind a couple of nasty taxing ice, the runner has to respect the threat this card poses... especially since they can be stacked to score bigger agendas, or score out from under the nose of a Shaper who's a little too pushy with when they are willing to grab Clot.

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For NBN, sure, it's just a trashable SanSan. But with HB assets in play, this card is absolutely disgusting. With three Team Sponsorships down and a Breaker Bay Grid server, you can start to score two, even three agendas in a turn. —

God dangit, another IG card.


Anyway, the comparison to make here, is of course to Preemptive Action. Sure, this shuffles an extra card back, but it bins two cards first, and costs an extra credit! With the only real saving grace being that it isn't Terminal.

So, clearly, to make this worth using you need to make both the self mill, and the recursion useful; which basically means Breached Dome, which means you are either playing IG, or Potatoes, where the real benefit is probably that you get to effectively run 6 preemptives to make your grind-fest last even longer!

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... Why does this card say "unrezzed"?


Now for the more complete examination because of the 200 character minimum:

Three credits is expensive, and it doesn't let you swap rezzed ice, making it largely useless, as excluding derez effects, Reshape swaps one unknown layer of defence, that you presumably have yet to let the corp rez, for another unknown piece of ice, that you have no reason to think is going to be any cheaper to break; let alone be enough cheaper that you are going to get the money back for playing this card, let alone including it in your deck.

This probably worked on all ice in early testing, but either was misprinted, or was nerfed and didn't get tested properly after the nerf.

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Seems to me that it was nerfed because it seemed to oppresive with Inversificator. —
If it was only 1 influence it would be somewhat useful in crim, but as it is it requires either derez/expose (crim stuff) in shaper or VERY expensive import in crim. —

When I first saw this spoiled, I was excited, as Mirāju looked like it was bound to be how Jinteki decks would mitigate agenda flood; but with some testing and the UFAQ, this potential really hasn't been met.


Problem 1 - The runner won't run

Mirāju, as a piece of ice, only triggers if the runner actually runs it, which means if you draw into too many agendas, you need to hold onto them until the runner runs into it, which still leaves you stuck with the several turns of operating at minimal efficiency, as you are forced to do things in the wrong order, or just accept that you'll be discarding valuable cards.

Problem 2 - The shuffle isn't optional

Mirāju looks like it was written to give the corp the choice of drawing and shuffling, or doing nothing; but the UFAQ says the corp doesn't need to draw to shuffle a card away, so you have to do so, no matter what.

This is a pretty severe downside, as it if the runner has some multi-access, such as with Medium, or R&D Interfaces, an easily accessible Mirāju is a death sentence, as the runner can easily run into it to force a shuffle for fresh accesses.

Problem 3 - Low value on other servers

Primarily as a result of the shuffle not being optional, Mirāju is pretty low value on servers other than HQ.

  • On Archives, the runner can happily break Mirāju, and laugh at you for even rezzing it, unless they are stuck with Black Orchestra, or you have a Crick or something in front of it.
  • On R&D, Mirāju provides a way for the runner to get fresh accesses, especially if they have multi-access.
  • On remote servers, you really want ice that can help you score your agendas, and this does nothing to help with that.

Problem 4 - Mirāju doesn't help against Account Siphon

Miraju doesn't do anything to stop the runner siphoning you into the ground, so you either need additional, normal ice on HQ, or you need other cards to help protect you from siphon, like Crisium Grid.

Problem 5 - Install costs add up.

Miraju is not as cheap as it appears, 2 credits sounds cheap, but it's not the whole story.

Miraju, purely by being a piece of ice, adds to the install cost of other ice you install; which if you want 2 or 3 other ice on HQ, it will easily cost you an extra 2-3 credits.


Miraju is pretty good for keeping you from losing agendas out of HQ, but it's value is so narrow that it's simply not practical to use for much else, and even for protecting HQ, some normal taxing ice is often going to be similarly helpful.

This is further made worse by the fact that Miraju is the kind of ice you want to see early, but with only one good place to put it, including 3 of them is bound to result in not drawing suitable ice for other servers, or drawing them late game with more than enough ice on HQ already.

You could probably run a couple of them in most Jinteki decks, but most of the time, two or three triggers of it won't be a real game-changer; and that's probably the best you are going to get.

Maybe if Jinteki gets some kind of reasonably efficient ice-tutoring operation, then the situational downsides could be mitigated, but until then, maybe you'd rather just have a few copies of Mind Game, or something else taxing?

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As of now, I just won a game off this ppiece of ICE - while playing Sunny against AgInfusion. —

Himitsu Bako was relevant for Jinteki for quite a while, since it was the cheapest influence free gearcheck barrier for them for a long time; and though it's ability and stats beyond being 1 to break with corroder were rarely relevant, it was the simplest way to force the runner to get their fracter.

However, this is no-longer relevant, besides some kind of jank use, as Vanilla is an impressive 0 to rez, which is basically impossible to beat. And sure, Vanilla dies immediately to Parasite, but if they are spending a parasite on a Vanilla, you are the one who is coming out ahead.


Himitsu Bako; I miss when we had reason to run cards like you beyond in draft; maybe one day another interesting Jinteki barrier that can be repositioned with ease will come along; and maybe they will be given their chance in the lime-light too.

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Himitsu-Bako is the perfect barrier for Jinteki rigshooter decks; them killing your Vanilla with Parasite is less appealing when you've removed every possible way for them to break barriers. Bako is also immune to Knifed, and Femme Fatale can only get past it for one turn before it's recalled and reinstalled. On top of that, you can use it for protection before they find their Paperclip, then (if it's your only barrier) add it to HQ to prevent them from reinstalling the Paperclip for the heap. It's a perfect fit for rigshooter; its main downside is that Skorpios has taken up the mantle as the best rigshooter identity and it doesn't need the ability (Weyland has plenty of barriers, and Skorpios stops Paperclip recursion). But Bako is much more than just a cheap gearcheck; I will genuinely miss its ability. —