Self-Growth Program

Self-Growth Program 0[credit]

Operation: Gray Ops
Influence: 3

Play only if the Runner is tagged.

Add 2 installed Runner cards to the grip.

Our patented ClearMind™ technology pacifies the trials and tribulations of everyday life.
Illustrated by Limetown Studios
Decklists with this card

Sovereign Sight (ss)

#16 • English
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Reviews

NBN program and hardware "destruction" (resources are already vulnerable given tags). The best case scenario is using a Self-Growth Program on a broke runner (or following up with Closed Accounts) and kicking their breakers or other vital cards like Magnum Opus back to hand. Should keep them busy for at least a turn.

Since you can only use Self-Growth Program on your turn you may be able to get a runner to 7 cards in hand but they'll only need to discard at the end of their turn, so they can reinstall given sufficient credits.

Self-Modifying Code, by virtue of not trashing, can be used to kick out even cards like Jarogniew Mercs that cannot otherwise be trashed or cards under the protection of Dummy Box or Sacrificial Construct. Though, of course you can also just kick those off the board and trash the cards you're after by other means.

The big downside of Self-Growth Program is that it's a pretty weak form of getting rid of cards. You just delay the reinstall. I guess the idea is that along with The All-Seeing I and Closed Accounts you have a toolbox to mess up the runner's game long enough to open a scoring window. Like Fast Advance it's about outrunning the runner.

Jank combo: Self-Growth Program in Chronos Protocol: Selective Mind-mapping followed up by net damage. Most inefficient way to trash an installed runner card.

(Sovereign Sight era)
399
This will work really well if you target cards like Dino, Lep, Dheg, Omni-Drive, etc. —

*Its not Self-Modifying Code that he's mentioning btw. Confused me