Gorman Drip v1

Gorman Drip v1 1[credit]

Program: Virus
Memory: 1 • Strength: -
Influence: 1

Whenever the Corp spends a [click] to draw 1 card or gain 1[credit] (not through a card ability), place 1 virus counter on Gorman Drip v1.

[click], [trash]: Gain 1[credit] for each virus counter on Gorman Drip v1.

Simple in principle, a drip virus drains fractions of currency from their accounts into yours.
Illustrated by Shawn Ye Zhongyi
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Gorman Drip v1 is an essential part of a Criminal denial deck. The credit gain is a nice bonus, but the real value is in the added punishment when the corp is down.

Netrunner was designed so that no player can be totally locked out of playing the game. This was accomplished by giving both the Runner and the Corp certain minimally working actions: Clicking for credits, clicking to draw, and, to a lesser extent, clicking to install. These actions are extremely inefficient, so players will use cards like Diesel, Beanstalk Royalties, and many others to accelerate their gains.

With that in mind, Gorman Drip seems less useful--you are further punishing actions that the corporation doesn't typically want to take. The best to play this card, then, is to make other actions less appealing--or remove them from consideration all together.

Criminals have plenty of ways to keep the corporation struggling for credits. Account Siphon has caused enough tears to drown in, and derez effects like Emergency Shutdown and Crescentus both strain the corporation's economy. Using these will quickly drain the corporation's bank, leaving them clicking for credits before they can fire off economy boosters like Sweeps Week or Medical Research Fundraiser. Donut Taganes puts these cards further out of reach.

The real value of putting a corp in this situation is twofold: first, any unrezzed ice is now completely harmless, and second, the runner is usually able to take another turn, with the corporation three credits richer, one more card in hand, and a fresh card on RnD. This is where Gorman Drip can gain many virus counters; this is where the runner can get quick and easy accesses.

The inexperienced runner might look at five counters on Gorman Drip, after the corporation clicks up to Hedge Fund levels of credits, and immediately trash the card for the credits. And, should the runner need the credits, that's an excellent play. But a better play, in some respects, is to leave the counters so that the corporation must decide whether or not to clear them. Barring Cyberdex Trial, this typically means another wasted turn, which denial decks should be capable of exploiting via more poor-making strategies, easy accesses, or closing a scoring window.

If the corporation plays as if Gorman Drip v1 is not there, clicking for cards and credits as filler actions will leave the card loaded. The on-demand nature of the economy then makes this card a large threat--much like a fully loaded Kati Jones. If the corporation attempts to clear virus counters repeatedly, then the card becomes a click enhancer, like Rachel Beckman--save that the clicks come from taking two turns in a row. Either way, as long as the runner can keep from leaning on the card for economy, Gorman Drip v1 keeps the corporation slow and embattled.

(All That Remains era)