AirbladeX (JSRF Ed.)

♦ AirbladeX (JSRF Ed.) 1[credit]

Hardware: Vehicle
Influence: 1

When you install this hardware, load 3 power counters onto it. When it is empty, trash it.

[interrupt]Hosted power counter: Prevent 1 net damage. Use this ability only during a run.

[interrupt]Hosted power counter: Prevent a "when encountered" ability on a piece of ice.

Illustrated by Martin de Diego Sádaba
Decklists with this card

The Automata Initiative (tai)

#22 • English
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Rulings
  • Updated 2023-10-01

    Can the Runner use multiple hosted power counters on AirbladeX (JSRF Ed.) to prevent more than 1 net damage from the same effect?

    Yes

  • Updated 2023-10-01

    Can the Runner use AirbladeX (JSRF Ed.) to prevent the conditional ability granted by ZATO City Grid? When exactly does this happen?

    Yes, the ability granted by ZATO City Grid is a “when encountered” ability on ice, so it can be prevented this way. The Runner’s opportunity to prevent it is during the interrupt window for the ability’s first instruction. Targets are chosen as an interrupt window opens, and subroutines are targets, so the Corp must declare which subroutine they will choose first, then the Runner can use AirbladeX (JSRF Ed.). Finally, if the Runner does not prevent the ability, the Corp chooses whether to trash the ice to resolve the subroutine they chose.

  • Updated 2023-10-01

    Can the Runner use AirbladeX (JSRF Ed.) to prevent the conditional ability from Saisentan? Does this happen before or after the card type is chosen?

    Yes, Saisentan’s conditional ability can be prevented by AirbladeX (JSRF Ed.). The Runner must do so before the Corp chooses a card type. Since a card type is not a target, the choice is made when the ability resolves, after the interrupt window in which AirbladeX (JSRF Ed.) can be used closes.

  • Updated 2023-10-01

    If the Runner would take net damage during a run while AirbladeX (JSRF Ed.) is installed and the Corp has a rezzed copy of Prāna Condenser, which effect has priority to prevent the damage?

    The active player can choose to prevent the net damage first. The active player is the Runner, unless a run is happening on the Corp’s turn.

Reviews

As a rollerskating enthusiast, i am so hyped for this card :D Two very useful defensive uses, sounds like it could be a useful staple for any Shaper player, or even other factions considering it is only one influence. And of course it is lore-accurately very fitting for Arissana's aggressive playstyle ! You could easily slot this cool new vehicle in any Runner deck, especially if it already has some support for power counters, but will still be useful if you don't ! Enjoy and have fun :) Always be skating !

(The Automata Initiative era)
27

With the Automata Initiative cards, a lot more cards have a "when encountered" effect. AirbladeX (JSRF Ed.) will help solve this in a beautiful manner.

This card can be compared to the old Hunting Grounds, which is now rotated (in Q3 2023), along with most of the Apex: Invasive Predator card pool. But it is better, since is can be recharged (go Captain Padma Isbister: Intrepid Explorer!), can be used multiple times in one turn, is cheaper and hard to trash (not a ressource). At one influence, it is a great card to have for any runner.

If that was the only ability, it would be a good card.

But it gets better. It protect you when you run! This solve the problem a runner has against Jinteki : encountering Snare!, Urtica Cipher, Fujii Asset Retrieval, Anemone or Sting!, all of which could be lethal. So good!

Finally, this combo perfectly with a great card : Tsakhia "Bankhar" Gantulga. For 1 and one influence, you can foil 3 subroutines. Tsakhia "Bankhar" Gantulga was already a powerful card, be with this, it becomes absurd and allow a runner to pass the first rezzed ice of a server at little cost, WITHOUT breaking any subs. And who love to NOT break any subs : Mercury: Chrome Libertador!

I rate this card has slightly better than Hush. Because it does not take MU, solved multiple problems, all for the same cost and influence. Load of runner deck will be made more resilient with this. If you combo it with Tsakhia "Bankhar" Gantulga, it actively help you winning the game, which you cannot say for Hush.

All in all, a great hardware!

The art depict levitating "rollerblade". Skating by levitating is a fun concept that is very futuristic, regardless of the fact that frictionless skating (you cannot push with the side of the skate) means that you need almost no muscle strength to go forward, but you'll need plenty of muscle to stay standing with propulsors on your feet (have you ever heard of momentum). While the art is fun and colorful, it is actually failing at describing the effect of the card. How are skates helping you avoid NET damage? If it was meat damage, it would make sense. Unless those are virtual skates for the virtual avatar that is encountering the ices? In which case, it kind of make sense. A quote would have helped here. This get a passing grade, only because I want to believe those are virtual (even if it contradict the fact that it is a vehicle hardware), which give makes sense for the concept of avoiding damage and dangerous ices.

(The Automata Initiative era)
4503

Worth noting that while this card is surprisingly good, there are some ice which it doesn't work on, such as Virtual Service Agent and notably Anansi

AirbladeX (JSRF Ed.) prevents three “when encountered” triggers and/or points of net damage, and is charge-able.

Compare: Hunting Grounds crossed with a Feedback Filter.


Flavor: Padma's vehicle was a big boat, Arissana's vehicle is a pair of rollerblades. Also, Asmund Pudlat being a blue “weapons-matter” card, I'm hoping for a green “vehicles-matter” card (once enough bikes, hover-bikes, cyber-bikes, and space-bikes have been printed).

PS. I wish Arissana could flash this in against a rezzed AP though, like she can flash in a splashed Laser Pointer.

(The Automata Initiative era)

Disclaimer: If you want a short version of this review, read the end of Diogene's review. This is all about that question: How do rollerblades help you hack better?

On a metaphoric level the effects make a lot of sense. While rollerblading you don't want to hit things (triggering when encountered abilities) or get hurt (net damage). Now the rollerblades of today don't do that on their own, you have helmets and wrist-guards for that, but these futuristic ones very well could.

The thing is, even if that is true, I don't see how that helps you in netspace. In fact, how do you even use these as a vehicle during a run? Don't you need to be at your console for a run? I thought that is why vehicles tended to be consoles, at least recently.

I do think that the vehicle subtype is relevant. Specialized hardware is standard in this game, but it would be an odd sight if you just plugged rollerblades into your rig. You don't actually throw Boomerang (I hope), but isn't a weapon either.

There is a possibility that even if it these are physical rollerblades there is some digital component to it. Like the thing that makes the JSRF Ed. of the AirbladeX special is it comes with a digital pack-in for your netspace avatar. It does leave the lingering question of why the hardware itself is involved.

My crazy theory is thus: The AirbladeX is actually just an extra input mechanism. You use your ankles to translate your real life rollerblading skills into netspace navigation, getting you "around" the ICE during a run. Arissana can definitely take advantage of this, and she can also take LilyPAD with her when she goes skating in meatspace.

In conclusion, I not even sure if there is an explanation for how this works, beyond metaphor. And I don't take issue with using metaphor on occasion; it is a nice way to fold more parts of the runner and corp story into the game.

Then there is the "how much anti-gravity is there in this setting" question but that can wait for another day.

(The Automata Initiative era)

Despite the enthusiastic and optimistic reviews you may read on this page, this card sees no play and saw no play historically outside of being a cheap sacrificial hardware during the days of World Tree. This review exists as a post-mortem, to break down what this card does, why it sees no play, and how similar cards can be better designed in the future.

As I see it, there are two fundamental and interlinked problems this card faces:

  1. It is niche (it's a tech card)
  2. It is exhaustible

Tech Cards

Being a tech card is in and of itself a limitation, tech cards will always see comparatively little play due to their niche applications when compared to something universally good like Sure Gamble, Diesel or Bravado, simply because money and card draw will always have value against every match-up while techs will, by their very nature, have fluctuating returns. Still, tech cards have their place and similarly worded tech cards for preventing damage and "when encountered" effects have seen play historically such as Hunting Grounds, Feedback Filter or Caldera.

Notably, Airblades does put some pretty serious restrictions on itself, preventing only net damage (not Core or Meat) does limit it's applications and those limitations are exacerbated by the only during run condition, so while it might mitigate the sting of Anemone or Urtica Cipher it won't help against Bladderwort, Reaper Function or Mindscaping nor will it do anything against Thule Subsea: Safety Below or tag and bag.

Still, in the matchups where it's useful, it can be quite useful, if you can prevent 3 net damage throughout the game, Feedback Filter and Caldera tells us that's worth about 3 credits of value per damage for a total of 9. And similarly, if you can prevent 3 on encountered effects like Tollbooth, Mestnichestvo or Funhouse then that should save you a similar amount of money, for a profit margin of 8, which is exceedingly good when compared to convention econ. It's so good, in fact, that in the matchups where you would want this card, such as against certain Jinteki or NBN decks, you'd probably want to include two or three since just one will quickly run out...

Exhaustible

This is where the second problem arises, all of these historical tech cards I've listed are infinite, while they might cost credits or have limitations like only being usable once per turn, they will never run out. If you are expecting a damage-heavy meta, you need only include one Feedback Filter and the money your deck already wanted to include to achieve protection, in fact, with sufficient drip economy or a Magnum Opus rig, you can outlast even the grindiest deck, causing them to deck out before you do. In it's heyday, Hunting Grounds was a popular one influence splash outside of Apex because you could pretty reliably expect it to cover it's install cost after just a couple of important runs and the longer the game goes on the more and more incidental value you'll acrue. And, critically, worst case scenario you play up against Weyland and have one dead card in your deck, or two if you felt the need to run both damage protection and Hunting Grounds.

But with Airblades, you feel pinched, in the matchups where you want this kind of effect most, you'll probably want 2 or 3, since just one will quickly run out, but in the matchups where it's useless, you want 0 as they're just dead draws. The tension of this hurts Airblade's viability from a slots perspective, as it doesn't do enough as a 1 of but isn't consistently valuable enough to warrant 2 or 3 slots.

Alternatives

Ultimately, the best tech cards are slot effienct, either simultaneously solving a multitude of common problems in one card, like how Pinhole Threading deals with Anoetic Void, or Manegarm Skunkworks or The Holo Man or Clearinghouse or Rashida Jaheem and so and so forth. Or provide incredible value throughout a game, i.e. when playing against Tollbooth, Hunting Grounds functionally drips 3 credits per turn without capping the returns at 8 credits. Or provide an alternative benefit outside of tech, i.e. having "fallback" value.

Most Shapers today will prefer to play a card like Stoneship Chart Room, which elegantly deals with all types of damage threats. So too Anarchs prefer to play Steelskin Scarring and Criminals The Class Act since these cards all provide both damage tech and alternatively thin your deck, making it more efficient, not less, in the matchups where you don't need damage protection.

Redesign

If I had to redesign Airblades without fundamentally changing it, my first order of business would be to let it recharge itself, such as gaining a power counter the first time each turn a successful run is made, by letting it self-replenish, you can feel comfortable including just one of these, knowing it can last you the whole game, without wishing you had a second copy, the instant the first runs out. To compensate, you might want to increase the install cost to 2 or 3 credits, and/or have it start with only 1 power counter instead of 3.

If this wasn't enough, you could start expanding its applications, perhaps a third option where you can spend a power counter to jack out or remove a tag, like a rechargeable Flip Switch. Or simply expand the damage protection to include Meat or Core damage and remove the only during run condition. Or you could reword the second ability to include other nasty ice abilities, like preventing "when rezzed" effects on Unsmiling Tsarevna, Ablative Barrier or Stavka/Hafrún or when encounter ends effects like Anansi or Phoneutria.

I'd be much more comfortable including a tech card like this version of Airblades that recharges itself and provides a multitude of uses against a wide variety of matchups, than the current version which is both highly specialised and painfully finite.

At the time of writing, NSG has been quite clear that they don't do errata for accessibility reasons, which I completely understand, so don't hold your breath for a new version of Airblades coming anytime soon. Rather, let Airblades serve as a lesson for future designers, on the pitfalls of tech cards, and how to ensure playability.

(Rebellion Without Rehearsal era)