A great add to next decks, helping others, while being a fair blowout card if it lands. The splash is goofy, but fine, since HB will only run the others anyway. I like it in Foundry where you can ABT it easier. Also with EBC and AIZ, the rez isn't so bad, and at 4 it trolls mimic only builds like calim kate, or some criminals. 4 str is quite a good spot for sentries these days. The only downside is the ridiculous rez cost. Also, calling it now, next plat is going to be a unique mythic. Stretching for subs, maybe cannot make another run and etr, with lower cost than Gold. Also flavor text by John M. Something to the effect of "Didn't see that coming" or something like that.

4/5

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I think next plat will play on the NEXT subtype by reducing rez cost, or maybe refunding the corp when rezzed. Can see it being unique but not expecting it, wouldn't say mythic though - that tends to be reserved for actual myths/legends —
if it's not mythic, enjoy your potential 13 sub, strength, death ice —

This card has nothing but more potential. As the card pool expands, the ID will settle into a build that offers solid options against all types of runners. Flexibility is king with this ID and being able to sniff out your opponent's build (meta calls), play the best ID for the job, and run it seems very good. Also the gambit of playing the Brewery against Noise instead of the obvious choice of the Tank. More Jinteki mind games resonate well with this one. Right now the ID hasn't been cracked yet, but I'm expecting a build to utilize all 3 cards almost equally (obviously). Director Haas maybe?

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I like this, especially in cambridge PE for more HOK counters, but other types can benefit. It gets me thinking about glacier style that rezzes tons of ice for super cheap with dedicated server, akitaro, over advanced brain trusts (with this card too).

At worst an extra HoK is perfectly fine, while getting a point at the risk of 1 point. I'd put 2 in a cambridge deck probably. 3/5

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No longer can runners say "Mimic, go" vs jinteki, without risking card loss, which is huge. The 2 cost is bananas, and the 4 str is even better. In strict gear check or damage style decks, this is king, replacing katana in almost all instances. Probably not splashed unless its in the new -1 hand size HB. Art is fun and awesome too. Super solid card for what it does. 4/5

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I'm playing this in my IG deck. If the runner has spare MU it will hurt him. If he has no spare MU I can chuck it in archives unrezzed for +1 trash. —
I can't help thinking this card is crazy over powered. Just the fact that it is a 4 strength sentry that only costs 2 to rez is amazingly good. You usually pay a lot for strength like that. Even rainbow with it big disadvantage costs 3 to get the 4 strength. Then the fact that this ice can easily one shot the runner or at least decimate his hand. True it'll lose its power late game as the runners rig fills up but its usually quite late in the game that the runner will have filled his mu, if ever. It's always been important to get your killer out quickly, but its been a playable risk to make runs with an empty rig. Now its even more important to get that killer quick, a good one that can handle a 4. I think I'll just throw this in random corp decks that aren't damage based for a cheap, high strength ice that could destroy an unwary runner. —
Of course I feel some of the runner cards from O&C are pretty crazy, so I guess that's the natural progression of the game. —

I love the idea of the card, and making the runner choose to take damage over the course of the run, or face losing hand size. The runner has to gauge the likelihood of a trap in this case more than normal. It used to be, break everything, and have 2 cards per advance. Now you can't necessarily do this, and might result in them jacking out, leading to a score.

Fair rez to trash ratio, once the build comes out for this, I think it will be a solid 1 of, with maybe on 2 of. 3.5/5

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