Here we have an example of a pretty un-stellar character. While
2-for-3 is a deal, the Tech requirement of this card slows it down too
much. You're always picking Hacker and Portal Jockey for the 2-cost
slot in the Dragons and Jammers, so it leaves the Architects as the last
refuge of the Gang, and even there, it just doesn't seem like you want to
play them. Definitely not Walking Corpses, but might be okay in a
janky Proving Ground deck. You are pretty much always going have to
use them in your first attack of the turn, so they are limiting in that
manner as well.
Two Tech is slow for everyone but the Architects, who have CHAR to compete
with in the same slot. I'm thinking $10K Man is probably a notch
above this guy, as he's gotta live 3 turns to start being something of
note. You could try him in a Back for Seconds deck, but at that
point there are just better things you are wanting to unturn.
||Big Red Button
This is a fun card. True, it often hurts you more than it hurts your
opponents, but it's still a fun card. A favorite trick of mine is
playing Secret Laboratories -- if you opponent is foolish enough to seize
one, it is a ticking time bomb, waiting for you to push the Big Red
Button. Hint: You don't want to be playing the big hitters
with Tech in this deck -- stick to Junkies and Addicts unless you are
really crazy. The extra-super-secret tech play with this card is to
smoke your own Ba-BOOM! when you don't want him to take everyone with him.
This card can be effective when used against and opponent who
doesn't have a crazy theme deck. The secret of this card is timing
-- you are almost always going to want to play it during an attack, where
you are going get a lot of favorable (for you) interceptions to finish off
the damaged characters. I think experimenting with one of these in a
deck with Tech but no Architects is the way to go (Architects have better
1-cost events). IFF is Identify Friend or Foe in case you
Play this card, gain 2 power. Pretty basic, isn't it? There's
not a lot to dislike about this card, as it's going to trigger fairly
often (especially in multiplayer), and give you a nice little boost.
You don't have to skip normal power generation or worry about having cards
in your Burned For Victory pile, so that makes it less of a headache than
the usual suspects. It's common, so you should have enough to spread
them in to several decks -- but I'm not sure of how many to play. I
think it will depend on the deck and how power hungry it is, and how many
other power generating cards you have in it. The big question
still how many to play, and it ranges everywhere from 2-5. This card
has yet to fail me, and it's bootstrapping all the decks that I have that
plan to field Tech by turn 4.
With a whopping three tech resources required, this card better be awful
good... wait, it is! Information Warfare is going to be royally
hosing up your opponents if all goes according to your plans. About
the only dilemma is deciding which opponent to hose the most!
Hopefully you are redirecting one attacking thug to one of your opponents'
characters that is just sitting around, picking its nose, with the end
result of sending both the smoked pile. I expect to see Information
Warfare used in two major ways -- to stop a win be redirecting the major
attacker to a non-FSS card, and to save your own bacon when you are
attacked and direct the aggression elsewhere. I strongly recommend
starting off with a strategy of holding this until you are attacked, and
then playing at every opportunity -- your opponents will soon learn that
they better think twice before sending an attack your directed.
While you can use Information Warfare in dueling, it's not recommended
unless you have some real tricks up your sleeve like BuroMil Grunts.
Another card that has the skills to pay the bills -- this is a lot like
Discerning Fire. Sure, you gotta build up to it, and it's a mid-late
game card, but it's a total winner. often taking out two opponents at
Orbital Laser Strike is a good thing, but like my mother said, sometimes
you can have too much of a good thing. This is true with this
card. Generally, you don't want to overload in Tech resources or you
eliminate the offensive potential of OLS. One of your goals should
be to take sites by attacking with resource characters, waiting for
interception to resolve, than a quick laser strike to bring the site into
range. Once you get too many Tech resources, this card turns into
denial by eliminated sites as they are attacked. The goal is to
maintain that fine balance, where you can eliminate some sites while still
using this card to take others. Compare with the Jammers Disco
Inferno -- it's a controlled burn than can often smoke sites outright, or
weaken a site enough for you to take it with some smaller characters --
but it's your choice.
Sometimes it's worth spending a power to get back that much needed card,
but most of the time I'd just prefer to draw something good from my deck
and save the 1 power. About the best use is in an emergency, where
someone is about to win, and you have to get back a Laser Strike, and
spending two of your power to stop a win almost always hurts. Don't
forget you can also get back characters like CHAR.
Satellite Intelligence is one of those great "sneaky" Events
because you opponents never quite expect or plan for it (unlike Orbital
Laser Strike, which everyone expects). On offense, you've just made
that back row Whirlpool the target of your attack, while on defense, you
opponent is about to eat it at the Temple of Angry Spirits. This
card can totally foil City Square if played after the redirection effect
has been declared by changing the target for your damage.
It's 0 cost, so isn't going to slow you down too much. While it can
direct you to the most vulnerable site, it has a sly side benefit of
offering your opponents some potential targets (so they won't be attacking
and Bailing Wire
Here we have In Your Face Again for vehicles and weapons.
Returning an important state to play after interceptions (say it was
smacked by a Waterfall) can get in some serious damage. I see Buro
Godhammers as a big target for this. This card's biggest problem is
that it is an anti-combo with Tank Warfare and the new Battle-Matic.
Note the goofy combo with Jack of All Trades -- you can keep recycling
your Motorcycles to draw Homemade Tanks. Note that this is stopped
by Hacker, which is a real bummer.
Dude! Surf's up!. I just can't get excited over Wave
Disrupter, but that's probably because I still have the hots for
Information Warfare. I expect that a reasonable amount of the
characters that see regular play will provide 2 more resources, but you
can't always depend on it. This is what you call a balanced card,
which means that it's neither really good or really bad, just
average. Wave Disrupter is the cousin of IFF Missiles, which I
haven't been able to put to great use, and I think it will be the same for
this card. This is just not where it's at. Surf is not up.
Make no mistake, all of the vehicles in Standard are bad. If you
have Tech resources and 4 power, why aren't playing a $10,000 Man instead?
This card has two uses. The first is to take advantage of your
opponents playing cards with the "can not attack" restriction
like DNA Mages and One Hundred Names. The second is to try and force
an opponent to attack with characters two avoid giving you a power.
Always fun with Cave Networks and Blessed Orchards.
This card is pretty much an oddity -- for 0-power you are hoping to
make foundation unblockable (some of the time). Now, being unblockable
is good -- remember Scrappy Kid? But, all those foundations your
opponents have in play are often what you're worried about when attacking
with foundations, and this does nothing. I just can't see wasting a
spot in a deck for it. Note the irony that while you can't play it on
your Ice Queen, your opponents' Ice Queen doesn't fall victim to the
disguise. There is just enough room in a deck for stuff like this.
And late game, are you going to want to be investing your power in
You mainly see this card in aggressive Tech decks that want to slow an
opponent down by Toasting resources. If you can pull it off, you can
shut down an opponent, but you usually wind up having a pretty boring
game. This card may may see a little more play to slow down some of
the annoying Inauspicious Return decks that have been popping up.
Well, it sort of +1 damage for 0 power, which is what you can expect.
The question is, that effect good enough in itself to warrant using up a
"card" in your deck. Probably not most of the time, but if you got some
tricks (Jack of All Trades or Battle-matic) you can try out the glove vs.
some of the other states that just haven't seemed to work out (like Desire
Manipulator -- ack!) This card makes you work too hard for the
extra damage, and just ain't worth it.
Do yourself a favor and play MegaTank.
Kind of comparable to the Really Big Gun, Fusion Rifle lets you get in 2
extra damage for 1 power. But, where the RBG does its damage every
combat your character is in, you only get to use the Fusion Rifle
once. But, you get to pick any target at the location and get to do
the damage before combat. This versatility makes Fusion Rifle a very
playable card. Need to take care of a specialty character but don't
have an Assassin? Drop this card on a resource character and attack,
blowing away the annoying specialty character with the Fusion
Rifle. Scrappy Kids love to snipe with Fusion Rifles.
See Combat Aircar.
HAVOC Suit usually just doesn't have juice to pay the bills. You
need 8 Tech resources to make this significantly better than Robot Arm,
and without a second ability like Sword of the Dragon King, this card
usually winds up on the cutting room floor.
While I wouldn't play it outside a non-Architect Tank deck, Hover Tank is
a decent Vehicle State. You get a Fighting increase equal to the
power you've spent, along with two so so abilities. More often then
not, Mobility is a drawback, forcing situations where you are the chump
intercepting while at best, Tactics can save you from Operation Killdeer
or the Temple of Angry Spirits. If you're playing Architects, I'd go
with ArcanoTank before Hover Tank.
The disadvantage of giving your opponents power more than outweighs
this card's cost and ability. Yes, you can double the use of your
Proving Grounds or get to use Kinoshita House twice, but it's a tremendous
gamble. In theory you can play The Fox Outfoxed on your own IKTV
link to win no matter what, but I've never seen it pulled off.
The jury is still out on this card -- Safehouse v2? Or something
better? Remember that the subject is still vulnerable to all sorts of
other effects, so Invisi-Ray alone is not going to keep them in play
indefinitely. While not great, sometimes you can get a benefit from
the cards reload cost -- it just might deter someone from focusing effort on
card you control if they know you can sacrifice it for an effect. Two
cards to try out Invisi-Ray on are the old stalwarts ArcanoTechnician and
Vivesector -- be warned, YMMV. No one has come up with the killer
Woohoo -- Tech Training Sequence -- just what we needed. This is the
type of coin-flip card I really dislike -- it really can reduce the
outcome of a game to a coin flip. And the penalty if you loose is
harsh. You don't even want to play this in the Motor Pool deck since
it only costs 1 power.
IV Fusion Rifle
Yeah, it's a reason to be playing with Dump Warriors, but then you are
playing with Dump Warriors. I recommend sticking with plain old
Fusion Rifles, as the early game speed makes them more versatile than the
Mark IV with the extra point of damage. Sure, you get the neat trick
of pinging for 6 when you get Killdeered, but that's bordering on
It's huge! MegaTank turns any character into the biggest baddest
thing since Leroy Brown. While this State gives protection from
Architect Events, you need to be careful that your character doesn't get
zapped in response to a MegaTank -- in fact, the best way to play it is in
response to a zap. Unfortunately, any character in a MegaTank is a
prime target for Shadowy Mentor, so you need to be able to cope with that
in your deck.
Definitely cool on a lot of vehicles and a few guns. Homemade Tank
becomes insane, and it's 0-cost Waterfall protection. You need to
watch the balance of your states, and I still haven't come up with the
perfect ratio for Newest Model. ArcanoTank is another benefactor
of Newest Model.
This is probably the best version of Training Sequence, but it's still
Training Sequence. +4 Fighting is actually really good when you can
pull it off, but it does have a high opportunity cost. This is sort
of a one-of in a deck as a surprise, and beware Discerning Fire if you
wind up with multiple Cyborgs in play. It might also be worth
considering in those decks where you use +fighting until end of turn
effects (and your opponents are savvy enough to make sure that character
dies) -- an example might be a Bronze Sentinel deck, since they always get
intercepted for 2 damage to smoke them at the end of the turn.
While I'm not a big fan of Robot Arm, I do recommend it over HAVOC Suit
because of it's early game potential. If you're feeling particularly
crazy, you can drop a 3rd turn Test Subject with a Robot Arm and spend all
day whacking resource characters (while your opponents build site
structures, allowing them to kick your butt later).
It's got +2 damage, so it's mostly a Tech version of the Really Big
Gun. Sometimes you can work over some designators with it, but it's
harder than in seems -- often it's a bad Mark of Fire. Still, not
the worst card ever, and it is nice to work people over with it to show
your smarts. Shaolin Showdown really lumps a lot of cards into
designator categories (Manchus, Swordsmen, Students), so it might be time
to whip out the old Smart Guns again...
Tesla Lightning Blaster
This is probably the best of the
states in the set, for what ever it's worth. 1 Power to do 4 damage to
a character feels about right -- it's not the big damage of some of the late
game zaps, but early game it can hold it's own. I can't really see
myself playing this very much -- maybe here and there for a trick, but I
like to be more versatile in my damage. I hear of a few groups
playing this to some okay results -- it's more of a threat than an actual
good card, and opponents will jockey to try and avoid being the chump that
eats the 4 damage.
Tesla Lightning Cannon
Yeah, this can be a great late game boom, but if you're up against good
players, you're going to really have to watch out for Whirlpools of Blood.
They just shut you down and make you lose power. Remember how good
Repulsor Beams are? This is a card to play around with Hidden Tomb,
but not much beyond it in a serious environment. No love for
This Edge is an attempt to promote aggressive play by the game
designers. If your group is very turtlish, it may be worth throwing
into you heavier Tech decks, but with two resources required, I'd be wary
of putting it in a Dragon deck unless you had a lot Tech support over
Hackers. That said, CAT Tactics can often get you an extra point or
two of damage in, but it won't save your characters from lethal damage and
requires a fair amount of bookkeeping.
If you can get it out early, Doomsday Device can generate a goodly amount
of power, but only if your opponents don't know how to play against it or
just plain refuse to intercept. Smart opponents will be attacking
your characters, so you will have little to counterattack with and gain
power. The drawback on Doomsday Device means you are better off
seizing sites, as a well-timed Realpolitik can snatch a victory from your
Supercomputer is a favorite in those 100+ card decks often referred to as
Towers of Power. This Edge's effect is pretty simple -- draw lots of
cards. Of course, you will need a longer and slower paced game to
get out the Supercomputer and you need to consider how this card will work
in your playgroup.
Smart Missile is the Whirlpool killer (along with Proving Grounds,
Kinoshita House, City Square, Turtle Beach and many many more). Put
this Edge out, wait for it to unturn and fire away. With the
Jammer's Monkeywrenching, Smart Missile can hit any Site. It is much
faster than Orbital Laser Strike, which is generally a more useful card,
so I'd only play a Smart Missile early game or on a deck low on
Tech. While Vehicles aren't that common, you can try to use this
card as character removal by playing cheap States like Motorcycle and
Stolen Police Car (which also go in the Marsh deck).
Unfortunately, the best take (Homemade Tank) can't be used with Tank
Warfare. That leaves you with ArcanoTank. Hover Tank and maybe a
MegaTank to recycle with this Edge. The second ability of Tank
Warfare that restricts Tank characters attacks is pretty silly, but I know
of one situation where it was able to slow down a Shadowy Mentor by
forcing them to attack a character over a site.
While you don't need to play this card with Reverend RedGlare, he does get
the most mileage out of it. You rarely see the two in play together
because of this card's Tech requirement -- the Ascended just don't have
easy access. If your opponent's are fond of turning sites (and
aren't they all?), you can throw RedGlare Chapel in a Jammer, Architect
or Dragon deck to annoy your opponents.
One Secret Lab is usually all you need in play to get access to the
majority of Tech cards. But, I generally consider the Tech cards to
be the least powerful of the 3 specialty resource cards, so I rarely
include many of them in a deck. I usually do drop a Lab or two in my
Jammer decks because of their reliance on Tech for characters while having
limited access to tech from resource characters (i.e. no 1 cost Tech