Ok perhaps actually!
So liberated is a bit more efficent than day job, but to me what’s much more important is that Day job may only be played on click 1. While yes it is tricky to get liberated money, You have dirty laundry/Lucky find/Queen’s Gambit/Daily casts to get you there.
In the end I prefer the flexibility of using liberated on a as I need it basis, say click 1 install click 2, use it click 3,4 run. or using it for 3 clicks then running on click 4.
here are some other situations in actual games where day job would be worse than liberated
I had 0 credits, click 1 and 2 Use queen’s gambit on a remote (that I knew was a sansan almost certainly) Click 3 install liberated Click 4 use liberated.
Turn 1 Click for credit Install liberated take 4 install daily casts
however for every case like that there is also the case called
start the turn with 2-4 credits
Click 1234 day job Go
IN the end I’d definitely try out day job to see, Day job is a little inefficent but it does provide some reasonable econ. Notably though The only real weakness is that it has to be played on click 1, and is strictly worse than lucky find. (but still quite good). I’d probably play day job over liberaed
It could be the sort of deal where they’re so close in what they do you’d rather just have a mix so that when you draw 2 copies you have the potential of having more options. I imagine that having 1 Lib 1 DJ in hand is better than 2 DJ a significant amount of the time.
The key in my playtesting has been to figure out when you have windows to use it - which hasn’t been terribly difficult, as the established decks all have lulls in which you can use DJ.
The real benefit over Libacc so far for me has been the reduced up front cost.
As someone who has been playing a lot of Liberated in a Whizzard build lately, I don’t find myself often needing more than 2 clicks from it at any given time. I am definitely interested in testing Day Job, but I don’t know if it’s a direct comparison to Liberated. Liberated is more flexible, which I think is important. I am tempted to say that Day Job doesn’t synergize with Stimhack, while Liberated does. You can double click and run with 17 from zero, with 1 click to spare. With Day Job, you can’t do anything until next turn, which I think sometimes may make it a dead card in hand. Before I started playing with Liberated, I was dubious about the 6c hit, but I don’t find it much of an issue now that I’ve actually been playing it.
I think the easiest way to look at it is that Liberated allows you to threaten on any of your given next turns, whereas Day Job allows you to threaten on any turn after any of your given next turns. Day Job is certainly more powerful early game, and for setting up, I think.
once is already to much missing out on a turn of kati is 3 credits down the drain. So You have a very high opportunity cost of playing the day job.
Admitedly since we’re MaXx we don’t have to play Kati as much since we have a good source of draw to draw addional econ.
But you’re trading 3 clicks and a card for a net of 5 credits, that is BARELY better than clicking for credit
Day Job is an enabler for two powerful, but previously problematic-to-get-on-the-table cards for Anarch: Liberated Accounts and Morning Star. That’s pretty much all I need to know to consider it powerful.
(p.s. it also makes Rachel Beckman easier to play, which makes followup Day Jobs much better… just saying :P)
Right now, I’m operating on the assumption it’s 3 Day Job, 2 Liberated Accounts - you can use the first without the second, but not really the second without the first. Day Job also works while tagged.
I feel like 3 Day Job could be too many. My presumption is that you’re playing 3 Daily 3 Inject 3 Steelskin 3 Gamble and then adding to that. With all the draw coming from your ability in addition to this other stuff, Day Job seems like a lot to prepare for while Liberated could get expensive. I was going to try 2 DJ 1 Lib, but I feel like that is likely to be not enough economy. Does Queen’s Gambit have a place here?
Queen’s gambit is basically the anarch bank job. I have had sucess playign 3 of it in Whizzard, and I would put QG as the 2nd best anarch econ card in the game most likely.
I would start with this econ package for MaXx
From here we probably need about 6 more econ cards to make the finish. The reasonable options each have a weakness and strengths to go with them
Lucky Find Stength Power Weakness Influence
Kati jones Strength Efficency Weakness Speed (though Just take the 6-9 cred kati’s more often IMO)
Queen’s gambit #3 Strength Efficency Speed , Weakness Situational
Day job Strength Cost speed, Weakness Kati jones flexibility
Liberaed Strength Efficency, weakness Threshold cost
Personally I consider optimal to be some combination of lucky find kati jones and liberated account, but influence is a bit tight . Since you need the 1 Levy and 3 clone chips and a lotus field solution, Sod another reasonable one is 3 day job 3 Liberated
I don’t know. I think you want 3x Day Job like Criminal wants 3x Desperado. Everything looks better than that second Desperado (usually), but everything also looks better once you have that first Desperado. In this case, having a ton of cards in your hands looks a lot better if you have a ton of credits in your pool.
It’s possible that going down to two is correct, but I don’t really see why that suddenly means that adding in a Liberated Accounts is correct. If going down to two Day Job is correct because you are drawing it when you have money but need clicks or cards, then I don’t see how Liberated Accounts addresses the issue. If going down to two Day Job is correct because you are drawing it when you need money but also need clicks, then I don’t see how Liberated Accounts addresses the issue.
So, to me, Liberated Accounts is just taking up space. It does a fine job at that, but I think if you have any reason to add any card over it, then it gets pushed to the side. Honestly, I’d rather go for Day Job #3, more business, or card draw over Liberated Accounts.
I hope by “Daily” you meant Armitage…Daily Casts has always been bad for me in Anarch. Sink 3 credits to make 5 credits in 4 turns? Fuck that - unless I’m also running Aesop, not bothering. Armitage on the other hand is decent for getting up to running range within the space of a single turn - on the turn you play it you can go from 1 to 4 and run, on an arbitrary future turn you can go from 0 to 6 and run.
My usual bare minimum Anarch econ package is 3x Gamble, 3x Armitage, 3x {Kati or Feeders} and 2x Liberated Accounts. If I want to beef that up, the usual suspects until now were two copies of Queen’s Gambit and two copies of Infiltration. I’m thinking Day Jobs instead of Kati/Feeder #3 and the QGs, keep the rest and see how it does.
On the subject of Queen’s Gambit I can say two things:
Two copies seemed to be the sweet spot
Sometimes it won the game for me, other times it won the game for my opponent… but it was very rarely a dead card.
The obvious answer would be “because Day Job you have to hold until you’re ready to use, unlike LA which can sit on the table with 12 credits on it”. Kinda depends on how your deck flows and whether you’re playing other conditional stuff (like Infiltration, Demo Run, cutlery and the like) you have to hold for a while in order to utilize it fully.