The near-grinder type agenda of HB. This agenda define an entire archetype in HB, done around rez-derez. It is also the reason why Formicary became banned.

Once scored, this will make runs on any server much more expensive for the runner, if they use any breakers (Botulus, Physarum Entangler, Boomerang and bypasses will not be affected).

Some ices are really good with this, here is a few :

But also, some other cards get enabled :

Scoring a 1-3 agenda is not too demanding and can be done early in the game. The main issue is that you need to be able to rez back ices. For this, you have Vovô Ozetti, which will help rez back ice for cheaper.

This is a very good agenda, unique in style to Haas-Bioroid, and it enable good player expression within the game. Only draw back is that deck with this agenda tend to be slower. I love how it enable a very different archetype around a basic mechanic like rez and derez. Great design.

Nice art, good quote, all in line with the name of the card. All of which seems to have no relation with the effect of the card, which is a missed opportunity.

4247

Could you explain, why you're saying that Echo, a 0 strength barrier, is particularly good with reducing icebreaker strength? Your list is mostly comprised of low strength ice that can still be broken cheaply even if you reduce a fixed strength breaker suite down from 3 to 1. Wouldn't actually big ice benefit more from building on that strength gap? Brân 1.0 is already good versus a turbined cleaver, but with 2 extra strength to gap it get's 4c more expensive to break, which is quite a tax.

@Krams, those are fair points. I was focusing more on the derez effect. Doing multiple rez-derez will increase the number of subs on Echo. It could be added that against bigger ice, and especially in a glacier, this will dramatically increase the cost of breaking ices for the runner, just like you say.

A year has passed, here are some new points relevant to this agenda.

First, the analysis done in 2023 is mainly correct. This is not a defensive agenda. But it is a combo agenda.

What does it combo well with?

  1. With Snare! and End of the Line. Core damage means the hand size is lowered. Giving a lower defense against traps and kills combo. In ID like Thule Subsea: Safety Below, you are very likely to have done a second core damage, pushing the hand size down to 3. At which point, Distributed Tracing or Public Trail can give the tag that will enable End of the Line. Some deck rely on this strategy, even without the uses of Salvo Testing.

  2. Ontological Dependence, of course. This is the main combo piece. One core damage and it is a 2-3 agenda. 2 core and it becomes a 2-2 agenda. A combo heavy deck can then use things like SanSan City Grid and/or Arella Salvatore to quickly score out.

  3. Djupstad Grid and Cerebral Overwriter, to finish the runner by core damages. While this is an unlikely thing to happen (you need to do 6 core damages), multiple core damage reduce the options available to the runner. Once the runner has 4 core damages (unless they have Marrow), they will need to draw up their hand to protect themselves to make a run, thus taxing the runner. Generally, this strategy is too slow to work out.

So, is this agenda worth using. I'm in the opinion that it can be successfully used in a combo deck, if you need card slots, but it is kind of weak. Usually, using Hypoxia and Djupstad Grid will be a more reliable way to do core damage. When a plan is to "step one, score a 3-5 agenda", it is rather unreliable. This is a "janky" agenda that makes deck building really fun.

The art is well done and in line with the name of the agenda, which is kind of related to nuclear testing (even if it not said specifically). We can even imagine it is a sci-fi weapon testing, like a proton torpedo. But to me, this would have been a Weyland agenda (for the name and lore). Haas-Bioroid doing hi tech weapon is possible, but I'm unsure about why they would make city busting weapons. Good art, nice agenda, uncertain lore.

4247

Everything that D4v1d-Gr43b3r wrote still hold true. But there are other nice uses for this.

First, it is a piece of economy that do not require a run. This is important, if you play a runner deck that is more "control" than agressive. Within the anarch economy, it is better than Wildcat Strike, since it does not give a choice to the corp.

I would like to add to D4v1d-Gr43b3r excellent review that Strike Fund synergize also with Tsakhia "Bankhar" Gantulga. When facechecking an ice and trashing cards because of Tsakhia "Bankhar" Gantulga, you get +2 in the process, allowing to more easily break the next ice.

Another piece of anarch tech that synergize it Patchwork. This is intense, as you get to install a card for -2 and get +2, probably making the whole thing credit positive.

For criminal, there is not much use for this card, since they have No Free Lunch that give the same +3 for a click.

But for shapers, this is better, since it synergize with Aniccam, to give +3 and +1 draw, for 1 influence. That is a fairly good value for a card.

In any deck, it help that you would get some credits from taking damage (for example, by triggering an Snare!). Instead of losing cards, you also gain +2. A nice compensation.

The hard is nice, and with the coming of Rebellion without rehersal, I think the person talking to the lady is Sebastião Souza Pessoa: Activist Organizer. Putting a hard hat on the lady, but the lady still wears a skirt, probably means that the lady is supposed to be some kind of engineer or manager. The art, like the flavor and the effect, completely synergize with the name of the card. Good job.

4247

This travelling grand-dad is an excellent economy card. This upgrade is particularly excellent in glacier deck, since you can more easily trigger it multiple time in a turn. But it is just as good in other decks, because it can travel to a different server once the ice there as been rezzed.

Two cards synergize especially well with Vovô Ozetti :

  • Jinja City Grid, which allow the corp to build a huge remote. Getting a 2 rebate on each ice in a 4 ices deep remote (or central) is plain amazing.
  • Tatu-Bola, because you can rez it for free and exchange it with another ice to gain 4 in total. Rinse and repeat for profit.

Because it is an unique card, I should be slotted as 1x or 2x in a deck. At the minimum, you will save 1, usually 3 and often 5 over the course of the game. If you get more than that, this would make it one of the best economy card in your deck.

But once you are at Threat 4 (very late in the game), Vovô Ozetti becomes even better, by saving money on asset. At which point, it would pair well with Bass CH1R180G4 or Regolith Mining License, which is a nice added bonus.

The art is well made and gives the correct impression of the name and effect of the card (someone taking card of things). It is sad that the excellent quote indicated by Anzekay did not have the space needed for it, it would have made the card perfect. Nonetheless, it is well done.

4247

This is the priority to trash asset of Haas-Bioroid (HB). Any asset spam deck will enjoy a great boost with Wage Workers. At 2 influences, it will be splashed in every factions.

This asset is much more powerful and abusable than its previous iteration, because you can trigger it multiple time in a single turn. Allowing the corp, especially those in the HB faction to use click compression cards like Red Level Clearance, Biotic Labor, Subliminal Messaging, Greasing the Palm, Fast Break to get a extra click, and then doing the same thing again to get another free click.

With Wage Workers on the board, a 4-2 agenda can be scored in one turn. With support from Seamless Launch (or Audacity, or Trick of Light), you can score a 5-3 agenda in one turn. Making any unadvanced card on the board a potential score for the corp. This gives more decision points for the runner, which is good for the game.

But it get better, with this you can score from hand a 4-2 agenda, with the support of Biotic Labor or Bass CH1R180G4 or Moon Pool.

At 4 to trash, it is a big cost to the runner, as this will compete with other assets that need to be trashed, like Federal Fundraising, Bass CH1R180G4 and other powerful assets or upgrades.

If you want to see how this can be really abused, check this deck. Here how it goes, assuming a board state that has Wage Workers and an three Spin Doctor on the board, all of them protected by ices :

  • Corp started their turn with 12 and 4 cards in HQ.
  • Corp uses Rashida Jaheem to gain 3 and draw 3 cards.
  • Corp spends and pays 1 to play Fully Operational, 5 gain/draw decisions to draw 10 cards. (2 left)
  • Corp spends and pays 1 to play Fully Operational, 5 gain/draw decisions to draw 10 cards. (1 left)
  • Corp spend 2 to use Your Digital Life to gain 25 (0 left)
  • Corp uses Wage Workers to gain . (+1 CLICK, 1 left)
  • Corp spends and pays 4 to play Biotic Labor. (+1 CLICK, 2 left)
  • Corp use Spin Doctor to shuffle 2 Biotic Labor into R&D.
  • Corp pay 0 to use Spin Doctor to draw 2 cards.
  • Corp spends and pays 4 to play Biotic Labor. (+1 CLICK, 3 left)
  • Corp spends and pays 4 to play Biotic Labor. (+1 CLICK, 4 left)
  • Corp uses Wage Workers to gain . (+1 CLICK, 5 left)
  • Corp spends and pays 1 to play Simulation Reset, to trash 5 cards from HQ, then shuffle Your Digital Life, Biotic Labor, Biotic Labor, Biotic Labor, Fully Operational into R&D and 5 cards. (4 left)
  • Corp spend 2 to use Your Digital Life to gain 20. (3 left)
  • Corp spends and pays 4 to play Biotic Labor. (+1 CLICK, 4 left)
  • Corp spends and pays 4 to play Biotic Labor. (+1 CLICK, 5 left)
  • Corp uses Wage Workers to gain . (+1 CLICK, 6 left)
  • Corp spends and pays 4 to play Biotic Labor. (+1 CLICK, 6 left)
  • Corp use Spin Doctor to shuffle Biotic Labor, Biotic Labor into R&D.
  • Corp spends and pays 1 to play Fully Operational, 4 gain/draw decisions to draw 10 cards. (5 left), to draw 2 cards and gain 6.
  • Corp spend 0 to rez Spin Doctor to draw 2 cards.
  • Corp spends and pays 4 to play Biotic Labor. (+1 CLICK, 6 left)
  • Corp spends and pays 4 to play Biotic Labor. (+1 CLICK, 7 left)
  • Corp spends and pays 4 to play Biotic Labor. (+1 CLICK, 8 left)
  • Corp uses Wage Workers to gain . (+1 CLICK, 9 left)
  • Corp uses Simulation Reset to trash 5 cards from HQ, shuffle Biotic Labor, Biotic Labor, Biotic Labor, Your Digital Life and 1 unseen card into R&D, then draw 5 cards. (8 left)
  • Corp spends and pays 2 to play Your Digital Life to gain 16. (7 left)
  • Corp spends and pays 4 to play Biotic Labor. (+1 CLICK, 8 left)
  • Corp spends and pays 4 to play Biotic Labor. (+1 CLICK, 9 left)
  • Corp uses Wage Workers to gain . (+1 CLICK, 10 left)
  • Corp spends and pays 4 to play Biotic Labor. (+1 CLICK, 11 left)
  • Corp install SanSan City Grid in a server 7 and pay 6 to rez it. (10 left)
  • Corp install Project Vitruvius in the server 7. (9 left)
  • Corp advance Project Vitruvius. (8 left)
  • Corp advance Project Vitruvius and score it for 2 points. (7 left)
  • Corp install Project Vitruvius in the server 7. (6 left)
  • Corp uses Wage Workers to gain . (+1 CLICK, 7 left)
  • Corp advance Project Vitruvius. (6 left)
  • Corp advance Project Vitruvius and score it for 2 points. (5 left)
  • Corp install Ikawah Project in the server 7. (4 left)
  • Corp uses Big Deal to 4 advancement counters on Ikawah Project and scores it for 3 points. (the Corp could have used the remaining clicks instead, but that was for style).
  • Corp wins the game.

All of this made the corp able to get a 20 turn! Wage Workers triggered 6 times! From 0 to 7 points in one turn.

The art is nice, it is in line with the quote, name of the card and effect of the card, giving a synergistic vibe that perfectly capture this card. Excellent work!

4247

You've misread it a bit. Wage Workers triggers after the third operation, but not the sixth.

There is now a ruling to that extent as well. WW triggers on the third action you take, not every third action you take.

...of a type, I mean. Whoops.