Eli 1.0 Nothing to add that hasn't already been said.
Rating: 4.5/5. It's only not a 5 because it doesn't have 3 (or more) sub-routines
Ruhr Valley I agree with the @asroybal who said "this card is hard to evaluate" and I think it will make some surprising appearances in weird locations. It's expensive for the corp to rez though, and you have to pay for it up front rather than waiting until you need it (like SanSan) or flipping it as a surprise (a la Troubleshooter or Ash). I disagree that it's strong against Medium as this will be predominantly be an anarch strategy now, so the runner will trash it with Demo Run at the first opportunity on the turn he is digging deep. However I predict that the landscape will change now due to R&D/HQ Interface, so it might have a bit of value against them.
This could have some weird value protecting archives - punishing the "easy" runs the runner will make to get Data Sucker counters, using Sneakdoor (or perhaps Retrieval Run?) or to negate Replicating Perfection's ID ability. But I think if this is protecting a server the runner wants to run at repeatedly the runner will invest to trash it ASAP and will make a run specifically for that purpose. I don't really see this costing the runner more than the extra click and $4, so it's probably a negative proposition for the Corp to play it (since corp money is regarded as more valuable than runner money) unless he can combo it with Ash so that it's never accessed, and thus keeps costing the runner time. Maybe the value of this card is in the fact that the runner WILL want to trash it, so it will change his play for a turn to make sure he has the economy to do so.
Nevertheless the surprise value of the card is limited - it would have to be expertly timed and you would have to have the money sitting there ready to go (and not get Siphoned or Vamped) to pull it off and actually stop the runner from running on his last click (not that many would vs HB anyway). The only thing I can think of that is in its favour is that installing this face down might induce a run AND get the runner to pay to trash it before you've rezzed it, in which case great, but equally it might as well have been an Adonis Campaign and the result would be the same.
Finally, it's hard to see how this fits in with the current dominant HB strategy, unless it's to protect R&D. Most fast advance decks don't need a highly protected server to hold agendas in play or hand and the only bioroid they run is Ichi so they don't care about the time too much. Of course we have Creation and Control on the horizon and Eli 1.0 in this pack so things could change.
Rating: 2/5. Really hard to call but my instincts tell me this isn't great, but it's not useless. Even a stopped clock is right twice a day.
EDIT: I thought of this while writing some of the Jinteki stuff lower down. If you put this upgrade on a remote server in a Jinteki - Replicating Perfection deck, you can use False Leads to ensure that the runner is unable to run on that server for a turn. I haven't decided whether that's useful really, but worth bearing in mind.
Midori I quite like this card actually. It's not a game-changer, but it will be a game winner on occasion. Yes this can help to make the Jinteki combo kill more efficient, but I don't think that's the best way to use her. Combo kills look great when they work, but when they don't you lose 7-0 and look a bit dumb. Midori has huge surprise value and works in two ways: you swap in a run-ender they can't beat to save your agenda at the last second, OR you swap in something that smashes their rig. The latter option will create a lot of tempo for you, as the runner will take a long time to rebuild from the unexpected loss of a couple of programs.
Rating: 3/5. She'll get better as the ICE pool grows too.
NBN - The World is Yours I didn't like this when I first saw it and I still don't think it's that grand but I'm warming to it. I said as much on my local shop's Facebook group and a lot of people shot me down, so maybe I was quick to judge... time will tell. OK so 40 cards means you only need 18 agenda points in your deck. The classic fast advance will therefore need to stock nine 2-point agendas in their (presumably 44 card) deck to meet the requirement. 9/44 = 20.5%, compared to 18.4%, 20.4% and 22.4% for 9,10 and 11 agenda cards respectively in a 49 card deck. So, in percentage terms, your chance to draw an agenda is the same or slightly less than it would be if you had a regular 10 or 11 agenda deck, but you haven't had to stock any 5/3 agendas that become a liability. Maybe that in itself is a fair trade off for the deck size, but was it worth losing 3 influence? NBN has to outsource for ICE, since theirs is fairly porous, so if you recruit some of the nice cheap walls (Ice Wall, Eli 1.0) there won't be a lot left for anything else. Maybe that's enough though?
I don't really see that the +1 hand size interacts particularly well with the fast advance build, but maybe there's potential for combo decks to draw aggressively and keep cards in hand. Of course, with less influence than the core ID it's harder to squeeze in combo cards.
Rating: 3/5. This will see play and success but I think it's too early to tell how much. My main worry is that R&D hits just got really strong and this ID is more vulnerable to them.
Midseason Replacements This could go either way to be honest. It looks like it should be a game-changer and I'm sure when the Corp pulls it off it will be huge for them, but I have a feeling it won't be as useful as it might appear at first glance. Most of the time you can't play it and a lot of the time when the window of opportunity opens you won't actually be able to afford to play it. The savvy criminal will be able to control your economy well enough to keep this card at arm's length, and most good anarch builds are going from 0 to 7 in one go, winning on a single big turn so you'll never get the chance to play this. Shapers beware though...
Furthermore, to make this card really work you have to land an amount of tags that will stick and you can only do that if your economy is much greater than the runner's. If you can only just afford to play it (or have to click for cash first before you do) then even with 6 tags you can't trash any of his rig or play Scorched Earth because you lack the money and/or the time. I think in most likely scenarios when the corp pulls this off, the runner sinks his economy into it and gets away with a couple of tags and probably loses them by the end of his next turn if he's not punished immediately. I would view this as a reverse Vamp for the corp in most cases, which makes it less than ideal because corp money is regarded as more valuable than runner money.
There is synergy here with Project Beale and Psychographics - but now we're talking about a three card combo where the key piece is very situational, and it's very vulnerable to hand destruction from anarchs.
It's slightly better using the core identity as it gives you a head start on the trace, but I think as the game develops and we see more link cards in the environment the usefulness of this card will decrease.
Rating: 2/5. This will see play and occasionally success. I expect to one day face a corp who brags after the match how he landed 13 tags and won with a single Project Beale. I will console myself with the thought of the 20 games I win where this was a dead card for the NBN player.
Burke Bugs I think this is the worst card in the pack. Of course, you never know what will happen in the future to change the landscape of the game, but right now it's not really viable in any sane build I can think of. It might catch out an unsuspecting runner early on, but you still have to invest in the trace and the runner chooses which program gets trashed so it's never going to do more than scratch their rig.
Rating: 1/5. Disappointing.
Flare This ICE looks like it should be reasonable, but having only a single subroutine makes it vulnerable to Femme Fatale. Like so many of the tracing ice it's probably better to let the subroutine happen and pay to win the trace - especially for decks that are running solo Crypsis and don't want to give up a counter.
I'm not sure how good this will be vs shapers as I think we'll see some hardware heavy Kate decks packing a lot of link because they're worried about this. In turn that will devalue other tracing cards, and could be another argument against Midseason Replacements.
On balance though I think this is well priced and is solid at 6 strength because it means it costs 7 for Ninja to break it. Someone suggested there could be a neat combo here with Oversight AI, I also think that it might be viable to have a Chum in front of it.
Rating: 3.5/5. At last some solid protection for NBN.
Darwin I actually quite like this card, but I think its effectiveness depends on your opponent and his willingness to purge virus counters - which in turn depends on what the rest of your deck is doing. I will definitely experiment with replacing some of my Crypsis with this in my Noise Workshop build, but I think Darwin's effectiveness is compromised by running other viruses because the corp is far more likely to wipe the counters. I think it will be reasonably successful in red decks but I actually think it's more likely to work better outside of anarch.
I think shaper will do well with Darwin, they can boost it to a base strength of 3 with Personal Touch, which means it's strength 4 guaranteed on your own turn irrespective of the corp's actions. You could also host it on an Omni-Drive (forthcoming in Creation and Control) which takes care of its MU requirement and pays for its strength each turn. It interacts nicely with Cyber-Feeder too. Although these are all combos with what @asroybal describes as sub optimal cards, you have to bear in mind that they're also all hardware which means Replicator(s) will fetch all of the copies when you install one. This makes hardware decks super efficient, as it gives you free cards and strips out redundant copies from your deck which purifies your draw. I realise I've digressed from Darwin a little there, but a card is only as good as the other cards in the environment.
Rating: 3/5. Situationally usefull, it has benefits over Crypsis and strong utility for shapers in my opinion. Will definitely see play.
Project Beale I can't add anything that hasn't already been said. NBN have been waiting a long time for this. I don't think anyone will be winning games in one hit with it using Psychographics, but it's definitely an over-advance ability that's worth using rather than treating it as a 3/2 blank.
Rating 5/5. I would define this as game-changing actually because it completes an agenda suite that makes NBN fast advance viable.
Corporate War I'm in agreement with other commentators that say this card is not as good as it looks. The upside is amazing, no doubt, but the downside hurts. If you score it with anything less than $7 in the bank then PSF is strictly better, so you need to be damn sure you're getting the benefit. I very rarely find I've got a lot of money left over on the turn I score an agenda but I'm coming from a fast advance mindset. This card might actually be exactly what Jinteki needs - a card that can sit there with a couple of counters on it looking like a trap that's actually a huge cash injection waiting to happen. It could work for Weyland too, but it's not better than what they already have so I can't really see it at the moment.
Rating 2/5. I don't think it's great, but I think it has potential in the right deck. I wouldn't forget about this though, I think it will improve as the game develops.
Ronin Again, I'm in agreement with everyone who says that it's an interesting card with a neat effect that adds to the psychology of playing against Jinteki, but it's just not what they need right now. They're desperately lacking economy and ICE that has slightly more stopping power than Swiss cheese.
Nevertheless, Ronin is an interesting card. The threat of Ronin will be enough to change runners' play even if it's not in your deck (unless they know it's not in your deck), which means you might be able to suck them into running into a lethal Junebug. However 4 advancement tokens is not cheap to achieve so it's quite an investment - the most efficient method I can think of is 2 x Shipment from Kaguya and then a Trick of Light.
All in all I don't really know how to rate this card as I haven't really experimented much with Jinteki, mostly because I think their game is currently unsuited to the tournament scoring system. When you lose it's often 7-0, when you're on top the game often drags on (resulting in running to time if you're playing corp second). However I'm also not sure how to play against them very well (I don't see much of them, probably because they are a bit off the pace at the moment), but my strategy so far has amounted to "throw in a copy of Deus X to deal with Snare and large Bioroids". It's worked pretty well for me up until now, but sadly it's also the best counter for Ronin so I won't really need to change what I'm doing.
Rating: 2.5/5. I think it's too slow, inefficient and vulnerable at the moment, it might change the way the runner plays though.
Dedicated Response Team I think this is a decent card, but not to be over-estimated. It might possibly be better for Jinteki than it is for Weyland and is a card that, to my mind, has a huge psychological impact on the game.
Firstly, I think Data Ravens will get a lot more respect in Weyland decks if you have facedown cards in remotes. The threat that you might have a DRT means that the mid-run tag is no longer safe and the possibility of a Snare means that multi-accessing R&D or HQ is now extremely risky.
Once the DRT is revealed the runner will probably go after it, unless he has a way to avoid tags and/or meat damage (another case in favour of New Angeles City Hall not being the "worst card in the set"). This means the Weyland player probably has to divert ICE from centrals to protect the asset, which isn't ideal.
Jinteki, however, can probably afford to play them naked and not have them run against until rezzed. Jinteki will automatically have three Snares, whereas Weyland will have to use almost all of their influence in recruiting out of faction ICE, ops and Snares to get the tags on mid-run - if they do that it basically becomes a combo deck looking for the kill rather than the agenda win. If that really is the situation then my intiuition tells me they should just play Jinteki - after all, if Jinteki can't dominate that strategy then they're a pretty poorly designed faction.
The other argument for Jinteki playing DRT is that runners will be disinclined to play their anti-tag and meat damage protection cards - expecting that Jinteki probably has no way to exploit tags, thereby saving the money and retaining cards to soak surprise net damage. This is good news for Jinteki and the DRT will have huge (possibly lethal) surprise value.
Rating: 3.5/5. It's a decent card, but not one to build a deck around. I'd be content to run them as bluffs in Weyland, hoping the runner uncovers one and pays to trash it, then treads carefully henceforth.
I think that concludes my analysis of the cards. Discuss