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Imaginary Cards


sounds like too much of a silver bullet ID.


Weyland Agenda

“Operation Chargeback”

5 advancement, 3 pointer

Hosted Agenda Counter & Click: Each player removes an agenda from their score areas. Shuffle one of the agendas into R&D, and install the other into a remote server. Both players must have at least one agenda in their scoring area to use this ability.


I was messing around and mostly trying to simulate a “runner” who was actually a group of really shitty runners, who have a tendency to take the hit and get themselves blown up like their idol. So each counter basically represents a person, and are ammo to be fired for one-shot effect. It might be powerful, but you only get a limited number of them per game. Debated on having a “If there are 0 power counters on this card, you are flatlined.” to represent no one being left in the organization to recruit more.

If possible, they’d probably end up having negative base link. Like maybe -1 to show how truly bad at keeping themselves safe they were.


Talon Operators
Always Alert
Weyland Identity - Division - 45/15
[click], forfeit an agenda: Do X meat damage, where X is the number of agenda points on the forfeited agenda.
Peace demands security.


Is there enough meat damage mitigation that’s playable that means that this doesn’t read. Get to 6 points to win? (and make life for the runner very awkward at 5 points)
I think it’s a cool idea, but I’m not sure the arithmetic works.


Yeah, should probably be either once-per-turn or force random discards (not damage, more like Housekeeping).


Why don’t we revise some of the weaker cards that are never used?

Salvage: Cost 4, Strength 3, Code Gate.
Whenever another piece of ice is trashed, place 1 advancement counter on Salvage. Salvage has +1 strength for each advancement counter on it.
–>End the Run.

Burke Bugs: Cost 1, Strength 0, Sentry, Destroyer, Tracer.
Whenever Burke Bugs is trashed, resolve its subroutine. Treat the trace attempt as successful if rezzed.
–>Trace 1: If successful, the runner trashes 1 hardware or program.

These ice synergize with Security Subcontract, (which is never used), and Salvage synergizes with trap ice, potentially making an ice trashing archetype in Weyland.


Another person a thousand replies upward came up with this concept:

Tripwire: Cost ?, Strength ?, Trap.
Tripwire can be advanced.
–>Install a piece of ice from HQ behind Tripwire, paying all costs, and rez it, reducing its rez cost by 2 per advancement counter on Tripwire.
–>Move all advancement counters on Tripwire to the next installed ice. Trash Tripwire.


Hercules: Cost ?, Strength ?, Icebreaker.
1 credit: +1 strength.
1 credit: Break mythic, trap, or illicit subroutine.


Bureaucratic Gridlock - 1
Weyland Asset - 3 inf
Place 3 power counters on Bureaucratic Gridlock when it is rezzed.
When your turn begins, remove 1 power counter from Bureaucratic Gridlock.
As long as Bureaucratic Gridlock has no power counters on it, it has “Put a power counter on Bureaucratic Gridlock: End the run.”
Trash: 4