I have played this card for 2 store champ seasons. And, in both of those store champ seasons, it's helped me take first place. It's jank, but it's funny jank that can have a place in a deck.

This is a Johnny card. It, on it's own, is bad. One encounter, it will tax the runner 1 credit unless you boost and then they have to trash 1 card if they both take the tag and can't break it. This will never help you while behind which is something you typically want in most cases.

It's real strength is being turned on when most of your other ice is turned off.

In any NBN tagging deck that aims to win by forcing the runner to eventually get tagged beyond being practical to clear, the runner is going to be making runs against centrals to try to steal the points they need there. And if you kept your centrals scary with tagging ice like gutenberg and data raven, they do nothing. If the runner has a medium, they will dig through your R&D fast and resistor is typically the only ICE that can slow them down.

Enter Information Overload.

Information overload can blow up their rig once and leave them with single access as the cost of everything you have installed. And if you're on kill, they've lost their meat protection that they were relying on. I've blown out several people in the cut store championships who were abusing my R&D while I was working to assemble my win conditions. It's best as a trap on R&D (because that's where most people have their best multi access like medium and RDI)

It's often described as a win more card, which I can't disagree with; most times you're already close to a win if the runner has 6+ tags. You've probably have the runner one the back foot, and in a neck and neck game, you might draw information overload when you still need to tag them so it's a dead card in your hand. I can't recommend the card if you want to make as brutally efficient as possible.

But if you want jank, I can say it's always gotten laughs when the runner hit it with 10+ tags and no way to break it (and yes, even my opponents laugh when it hits them). It's a funny trap.

I started running a midseason tagstorm deck that has the top priority to land as many tags on the runner as possible to then later scorch, psychobeale, or use information overload to destroy their rig. In this deck, she is amazing as I can pull up whatever operation I need at that moment.

Just draw Beale after a tagstorm and have a pile of credits? Tutor up a psychographics for the win. Playing Sol and not finding a current? Runner end their turn open to a kill? Scorch. Broke? Pull up sweeps week or hedge fund. Runner tagged and a bit too Rich? Closed accounts. The ability to draw the best operation to play at the moment is exceptionally powerful and I cannot overstate how good that effect is.

Also, drawing 3 cards on rez is a helpful, but most certainly ancillary benefit. Plan you deck to use the tutor ability and view the 3 cards as a bonus.

Lily is a fun card and, potentially, a very scary card. Her ability to tutor up tag punishment can seriously impact how a game is played, often forcing the Runner to either trash her quickly or forgoing tag me to play much more conservatively - either of which can be good for NBN. The problem is that she's actually quite slow and very hard to take advantage of unless the Runner lets you. —
Ignore me. Tried to post my own review and accidentally replied. I hit enter by mistake too so it's not even finished. Shouldn't have skipped the coffee. —

If there was ever a piece of ice that explained what to use Eliza's Toybox for, it was this. It big, it's scary, and the runner is not going though this with a plan and serious dedication. Because the surprise of running into Wotan is never going to do damage, it's the perfect Ice to rez outside of a run. Add in a Heinlen Grid and the runner must break this ice with a breaker without some very specific setups (such as having 3 credit on cashe to take off after losing all their credits).

It's a piece of ice you need to build you deck to support, but it's something that will stop the runner hard for a while and can open up a scoring window when they were expecting something a bit less absurd.

For added benefit, put an advanceable trap behind this to really crush the runner spirit after they've spent so much to get in.