The best case scenario for Kala Ghoda Real TV is that you can snipe away the sentry or code gate breaker1 or another vital card. That threat forces the runner to draw multiple cards in one turn since you can only see and trash the top card. Then again, a runner who's waiting for a specific card will generally draw multiple in a turn so realistically you have a chance at sniping the card. But if you do manage to snipe a breaker you could conceivably lock a runner out of several servers for a several turns. That's a big tempo win.

The trash ability becomes much more potent when you're playing Skorpios. You can trash the top card during either the runner's turn or yours, depending on where you already want to use Skorpios' ability. At the very least this combination lets you kick an extra runner card out of the game adding to the Skorpios game plan of screwing up the runner's game plan. Unlike with most other Skorpios methods however this doesn't even let the runner use the card once. Since the influence cost is • and the rez cost is 0 the required investment is pretty low.

1The fracter is probably Paperclip so you'd actually help the runner if you were to trash it.

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While expensive in influence "Clones are not people" can be useful in Jemison Astronautics decks. If you score a Hostile Takeover or even a Standoff with it installed you get one agenda point which doesn't go away when you forfeit the agenda you scored it with.

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You are entirely correct. I have used it in that fashion. It gives Jemison more points to gain in the late game, and those really add up. —

At least half the decks these days run Paperclip. Paperclip is ••• so it's fairly expensive to run three of it. So most non-anarch decks will run 2 or even only 1.

Imagine your opponent is playing non-anarch and you see a Paperclip going into the heap. The odds are very high that there is at most one more Paperclip left in the deck. If you snipe that one Paperclip in the heap the chance of the runner finding another one are low. That means that an Ark Lockdown even on a single Paperclip has the potential to make any barrier lock out the player for a serious number of turns or at least force them to use an inefficient AI.

This opportunity arises because people will generally put Paperclip straight in the heap (except against Skorpios) as you can install it from the heap during a run but from hand only before a run.

If the runner likes to recur cards, e.g. with Clone Chip, Ark Lockdown can throw a wrench in there as well.

Because of the potential for Ark Lockdown to seriously hurt the runner I'd recommend including at least one copy of it in every HB deck and to seriously consider it in other decks except Skorpios (which doesn't need it).

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Note the interaction with Bug Out Bag. By having a Bug Out Bag installed you can make a run, prevent all damage during the run and then draw back up at the end of your turn. With a >5 Bug Out Bag you can even circumvent the normal hand limit (end of turn is after discard phase).

Conceivably you could use this with Severnius Stim Implant and a 20 (+ breaker costs) credits to make a super glorious 10 card dig: set up Severnius Stim Implant (2) set up a Bug Out Bag with 18, make a Noble Path run to empty your hand (stealing an Obokata Protocol is optional but encouraged), end of turn your Bug Out Bag fires to give you 18 cards, next turn run with Severnius, trashing your entire hand. If you can score the access you get to see 9 additional cards for a whopping total of about a quarter of the corp's deck. Then, if you have my luck you'll steal a 3/1 agenda and get Sea Scorched into oblivion.

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If you noble path into an obokata you can't steal. If you choose to pay the net damage, it immediately gets prevented and then you haven't paid the cost to steal. —

So this card rarely seems to get used. That's odd since it's not a bad card. You pay 2 to move a click from one turn to another.

A five click turn is ideal for Encore, Exploit, Notoriety (while it lasts) and Apocalypse. It also works well with cards of the form "install only if you've successfully made a run on ... this turn".

Yes, I know about Hyperdriver, I see a few important differences though. Hyperdriver is optimal for "win the game" turns since you can install a few of them on Dhegdheers and then pop them all when the time is right. Hyperdriver also gives you clicks for free whereas Temple of the Liberated Mind only moves them.

Temple of the Liberated Mind is at its best when you need just one more click but you regularly have turns in which you need that. If you have a bit slower deck with drip economy it can make sense to use some of the turns around the midgame when the corp has locked you out to charge up and once you've gathered enough money hit the corp with extra clicks.

Don't get me wrong, I understand very well that Hyperdriver is the better card. But Temple of the Liberated Mind is not a weak card in the sense that it delivers too little for its effect. Rather it's a tool that makes certain decks just a little more efficient.

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I think the main problem is that you are spending 2c, 1 card and 1 click (a nontrivial cost in tempo) for the ability to move something you already have to a later point in time. So you pay for losing tempo. All-Nighter is better than this, because it's 1.) way less cost (only 1 card cost to move 1 click once, no upfront cost) 2.) can store Hayley's ability as a click and 3.) can be used multiple times per turn. That last bit is important, because you might want to move clicks into the one big turn. Temple allows you to move clicks, but only one _into_ each turn (though you could move more clicks _from_ a turn). —
... and even All-Nighter is never played. I tried it in a Hayley deck using Liberated Cheela and it was okay. But other than that, it's not really an effect people want to use often enough to dedicate deck slots to it. —
I would say that the value of a click can differ depending on game situation and that in a deck where you know a click is better used the next turn Temple can be useful and outweigh the tempo cost. But the utility might indeed be too low in comparison to other cards. —
I can see this as a way to banj against prison decks before they are set, but the issue becomes, what could you be doing instead to stop them from setting up, —