Power to the People

Power to the People 0[credit]

Event: Priority
Influence: 2

Play only as your first [click].

The first time you access an agenda this turn, gain 7[credit].

As the sun sank towards the horizon, the glittering lights of the expo remained dark. But the shanty city bloomed to life.
Illustrated by Maciej Rebisz
Decklists with this card

The Universe of Tomorrow (uot)

#101 • English
Startup Card Pool
Standard Card Pool
Standard Ban List (show history)

No rulings yet for this card.


Important note: It says ACCESS, not STEAL. That makes it a counter to NAPD Contract, Fetal AI, and Red Herrings as it provides the credits required to steal (and more!) upon accessing. It also provides a consolation prize for Agendas that can end up yielding nothing on access, such as The Future Perfect, Domestic Sleepers, and 15 Minutes. Against corps that are over-reliant on Agendas like these, this card offers powerful econ in a situation where the corp might not be as worried as usual about you accessing.

Specific interactions aside, sometimes you know you can get into a server and the corp doesn't. First click this, second click D4v1d can be extremely unpleasant, even if you have to burn off all the counters to break that outer Curtain Wall. To say nothing of Stimhack...Anarchs generally have a few tools for scoring an access that really should have been out of reach, and this card lets you capitalize on them. It's easy to categorize this card as win more, but it can also be used to turn a temporary advantage into a more permanent one.

(Kala Ghoda era)

Basically a pretty terrible card. If this was a current it might be good, but since it's not, it's really bad. The only possible uses I see is with Imp(you Imp agendas, then play this next turn and then go get them), or a Demolition Run/Wanton Destruction deck. I wish it was better. Art that cool deserves a better ability.

(Data and Destiny era)
Or against Glaciers who hope that if you grab an agenda from a remote it will be so costly that it will close a scoring window for enough time to get ahead. Imagine an RP deck with some expensive, painful ice -- Inazumas followed by Janus or similar on the outside of centrals and with expensive end the runs on scoring remotes like Ashigaru and Tollbooth. Now it costs 10 or 12 credits to get in. Half your turn is spent simply initiating the two runs to access the remote. Now how do you quickly rebound the money after stealing a NAPD to get to the Future Perfect they are trying to slide through? Corner case, yes. Good in a match up against Glaciers who try to give you a point or two as a distraction so that they can score big later? Actually, that's pretty solid. Deserves a deck slot in every deck... yeah... not unless you play against nothing but Government Takeover/Vanity Project decks. —
I actually dont think its terrible, im not sure it will see a lot of play, but its not bad. Think about what was said earlier.....when you hit something like an NAPD you have to access before stealing. In return you hit the agends, gain the money, pay for it and leave with the rest. —