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.

I probably run this card on Jnet more often than most people, and I'd just like to note one thing that the previous review overlooks. Hydra only costs 10 when it doesn't fire. Otherwise its net cost is only 5 because the second sub immediately pays you back half the cost (obviously you still need the full price on hand for the rez). This makes Hydra a surpisingly viable option as a midgame rez for an averagely rich deck. You can go broke to rez it and it will immediately pay you back enough cash to play a Hedge Fund. Meanwhile, clearing their tag costs the runner a click they might otherwise have used to capitalise on your low funds. All this means that as long as you're sure the runner is going to bounce off it, Hydra can be favourably compared to mid value ice, whether it's stoppers like Mestnichestvo or tax-walls like Funhouse. You could even argue it's preferable to Tollbooth, in certain lights, if you squint a bit.

In the case the runner can break it, the subs are irrelevant, so all you need to know is the numbers. In this case it's still not bad if you can afford it (only one strength less than Týr and without the uniqueness or alternate breaking option). This is an occasionally handy but - in my mind - secondary use. Combined with the analysis above, you might think of Hydra as a very good medium-cost ice that becomes a slightly-below-the-curve high-cost ice once the runner can break it - whether you've rezzed it by that point or not.

All this means that in its optimum use-case it's a very code gate-like sentry (note all the comparisons above are code gates). It doesn't do the runner really dangerous damage when it hits, but it creates a big economic tempo swing. You get: a big ETR ice for the price of a middle-sized ice. They get: a tag. In its less-than-optimum use case it's just some big numbers.

Kingmaking (👑) is a “DIY 4/3” if you're holding onto (or draw into) an X/1, as well as drawing up to 3 cards itself.


“Low-Worth” agendas include:

See v<2 t:Agenda f:NBN|neutral z:standard .

Design:

  • Like Regenesis, it “free-scores” an agenda when you score it (which I love). This encourages its own specific agenda-suites: Regenesis wants 5/3’s, esp. which have Archives-relevant (like when stolen) text; and Kingmaking wants 3/1’s, esp. which have (non-when you score & non-hosted agenda counter-based) abilities.

  • Even if you didn't care about the extra agenda point or any abilities (like False Lead), it still “removes” one agenda in your hand from the game, which is a (petit) anti-flood effect on its multi-draw.

Note:

  • While it won't trigger Superconducting Hub’s conditional (on-score) ability, it does still enable its static (in-score-area) ability. For example, in @koga’s “Teeth Azmari, a (44-card) deck which sleeved up 4 X/1’s for 3 Kingmaking’s.
  • IMO, the text would read a little better as worth 1 agenda point or less / worth 1 or fewer agenda points.

A kingmaker scenario in a game of three or more players is an endgame situation where a player who is unable to win has the capacity to determine which player among others will win.

en.wikipedia.org

Descent (🌀) can protect agendas both:

  • with its ↳ End the run. subroutine, and
  • with its Shuffle up to 2 agendas in HQ and/or Archives … expendability.

And (because it draws 1 but shuffles 2), you can still tuck away an agenda already in HQ even if you also draw another one. For example, tucking two The Basalt Spire’s or SDS Drone Deployment’s can be brutal; unlike the in-faction Drudge Work, it won't earn you six credits, but also won't take up a deck slot, and isn't rotating.


Like Tatu-Bola, it's a $2/1s/1↳ EtR (at 2/5-inf) that can reposition itself (& shrug off trojans) and/or gain “unbreakable” (non-subroutine) value. AFAICT, it's the last in NSG's cycle of “gearchecks with late-game” (tho the only Code Gate):

  • Ping (sg): has an On-Rez.
  • Ablative Barrier (tai): has a (Threat’d) On-Rez.
  • Tatu-Bola (tai): bounces to swap, for econ, and repositioning.
  • Descent (rwr): bounces to expend or reposition.

PS. @Sokka’s spoiled champ card Key Performance Indicators seems to be a “Weyland Level Clearance” that can tuck an HQ-agenda (while advancing / installing ice / earning credits), which could cannibalize Descent by also being a (more powerful) anti-flooding effect that's “multiple cards in a single slot”. Or maybe together, they'll provide enough in-faction (& incidental) flood-protection to save influence (& slots) on some Spin Doctor copies (as some 44-card decks, like BTL & PD, have done). Or maybe not, since—while Descent can tuck Archives-agendas too—they're both “action-speed”, not “window-speed” (lol) like Spin Doctor. IDK.

Environmental Testing’s “install four programs/hardware” mini-game is kinda/sorta halfway between time-based econ (like Daily Casts) and clicked-based econ (like Telework Contract):

  • While you need clicks to install programs, you don't need to waste a click on just taking credits (same as good run-based econ).

  • While you only have about four clicks per turn, you can easily "cash out" quickly (like triple-clicking a Liberated Account).


Design:

  • It's econ that's non-generic (& non-neutral): You don't just “wait for credits” or “click for credits”, you build your deck around the two card-types it cares about, and you play your games to speedrun it or not. (Even if it were neutral/0inf, IDs can't just drag-n-drop it in for some extra econ.)

  • It counts up (not down) to be charge-able.


Synergies:

For example, with DZMZ+ET+Lily, installing a program a turn will save you $1, get you “$1.5” closer, and draw you 1 card (see “The Metric Octopus - 11th at Worlds 2023” ).

You can accelerate it easily, ET–I–I’ing one turn then I–I’ing the very next turn (as long as you already had them in grip, or could draw into them, or have been re-installing cards, or so on); though you will be spending credits (on installations) after having sunk three (into installing it itself). You can “compress” it too: install a SMC or Simulchip the same turn (as ET), but crack it on the Corp's turn (double-triggering a LilyPAD; then, on your next turn, install Muse–for–Coalescence*, popping ET (while setting up your rig at the same time).


PS. An ID like Hayley Kaplan, which triggers on either turns (Runner and Corp alike), could have popped ET by manually installing only a single program (on R-turn) and then cracking SMC (on C-turn).

As @dnddmdb says in their review, "one click for six credits is simply very strong".