Hagen 4[credit]

Ice: Barrier - Destroyer
Strength: 6
Influence: 3

This ice gets −1 strength for each installed icebreaker.

[subroutine] Trash 1 installed program that is not a decoder, fracter, or killer.

[subroutine] End the run.

Old warriors have seen all the tricks; be forthright or fail.
Illustrated by Krembler
Decklists with this card

Downfall (df)

#35 • English
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This ice is a really nice early turtle buster. It ends the run and it's cheap enough to rez early, meaning you can protect HQ or R&D for a few turns. The look on the runner's face when I blew up his 3 strength turtle was priceless. The fact that it's not a bioroid also means runners can't just click through, like they would for a Viktor or Ichi. It's a perfect replacement for Rototurret as well, which is pretty much redundant after this in HB. 3 influence means we won't see it everywhere, which is nice for HB players like me.

(Uprising era)

This is a really solid piece of ice. Not only does it have an etr subroutine, meaning it functions as a gear check, the program trash sub can definitely take runners by surprise. It doesn't work on 'classic' ice breakers, but it does work on AI's, making it perfect against runners who mostly or even solely rely on Aumakua. It can also hit non-icebreakers like D4v1d, Rezeki, RNG Key, etc etc. A base strength of 6 for a rez cost of 4 credits is also pretty bonkers.

As a downside, Hagen becomes easier to run through the longer the game goes on, as it will lower in strength when the runner sets up their rig. But even then this will rarely go below strength 2 or 3, meaning it'll still cost a bit to break with Gauss, Corroder or Tycoon.

For straight up turtle hate IP Block is still better imo, but Hagen is definitely a strong choice for a midtier barrier in HB.

(Uprising Booster Pack era)