‚Äč‚ÄčThis card reminds me a bit of SanSan City Grid, expensive to rez, expensive to trash and it enables fast advance and MCA Austerity Policy as it enables scoring 5/3 agendas within one turn and needs some loading time.

How does it work?
You can only "score" agendas that have the exact same agenda points as power counters on Lady Liberty. That means after rezzing at the end of the runners turn you can score a 3/1 the next turn, afterwards a 3/2 or 4/2 and then a 5/3, meaning you can use it to score 6 points over 3 turns. The advantage is, besides rezzing (5 creds) you don't pay anything but clicks and this way you would save the 12 credits needed to score 6 points (net 7 credits) and it has a high trash cost. From my point of view, when you can use it to score a 5/3 it was worth it's investment.
On the other side, you are not scoring the agenda, which means agendas with "When scored" abilities like Nisei MK II, Elective Upgrade or Project Atlas are not that valuable with this card, the agendas give you points but don't support the agenda ability. It works best with agendas without "When Scored" abilities, like: Global Food Initiative, Obokata Protocol, The Future Perfect or passive abilities like AR-Enhanced Security, Gila Hands Arcology and The Cleaners. Thus making NBN (Near-Earth Hub: Broadcast Center & NBN: Controlling the Message) a very strong contender for using the Lady. Additionally you should consider to run a mixed agenda composition to enable to use Lady Liberty as often as possible. On the other hand it gets useless when you have 4 power counter, but no agenda with 4 or more points within your deck.
What you need to consider as well, "Clot lock Shaper" is not an issue, as Clot is preventing you from scoring and you are not scoring agendas anymore (and there is no install), the same applies for The Source and Traffic Jam as it's increasing advancement requirements. To sum it up, strategies that prevent fast advance don't work against Lady Liberty! On the other hand, an Employee Strike (or any other current) will stay active. So in this regards it's like a Film Critic for corps, you will not be able to deactivate currents this way.
It makes the most sense in a deck that can rez it quite cheap e.g. Mumba Temple or put it in a heavy ICEed remote. So the Runner gets broke when trashing it and as a result opening a scoring windows. So in this regards it's comparable to MCA Austerity Policy. And in an asset heavy deck you might be able to recur it with Team Sponsorship, but that would mean the runner has thrashed it or you overwrite it and score an agenda the hard way to be able to recur it. For recursion you could also use Preemptive Action but how to find it again? Or you use Restore which is fine with a 1x card!
The question is how to use it? Do you have the agendas in hand? That means the runner can snipe them out of your hand or do you hope to draw them? Both has it's risk. Are you able to defend your remote, your HQ and R&D at the same time? When you want to draw the agendas some filter like Daily Business Show or additional draw like Rashida Jaheem, (and of course the banned Sensie Actors Union or Estelle Moon) come in handy. On top of that, having Jeeves Model Bioroids enables you to use the Lady and have another click for doing things, which puts pressure on the runner.
The downside is, it's 1x per Deck restriction, so you need to have cards to find it, like Tech Startup but this means telling your opponent what you plan and they can prepare for it and the Startups are cheap to trash. And you can only rez & load your Lady in the next turn. Or you use it as a must trash Asset which is 1x per Deck and if you find it fine, but it's an additional way to win. It's influence free. That is a plus.
Full Jank with Helium-3 Deposit is possible, so you can score Government Takeover or Vanity Project. e.g. You need to score Helium-3 Deposit the hard way, have the Lady in a server, so when you score it, you can place 2 power counter on it. When you rez it end of the runners turn, next turn you have 3 power counters on it and can score a 5/3 next turn. Or it's ticking already and you immediately are in Vanity or Government Takeover range, will you have it in you deck? Can you fetch it with Fast Track + Biotic Labor to win the game? Or you have your 4x Advanced Helium-3 Deposit and rez the Lady end of Runners turn, so you can score it, place the power counter on the Lady and then you use your 3 counters to place a 5/3 from hand in your score area.
The ID where it might shine the most is Blue Sun: Powering the Future assuming it's not Employee Striked. It can be used to score Agendas and then pull it back into hand to start from scratch with little payment (1 click) and of course the slot in the remote server.



I'm surprised this has not received any reviews as yet. This is a straight up good Killer - and those are few and far between. It's cheaper than MKUltra in basically all circumstances, even if you take into account paying to move the program between ice. It's cheaper than Na'Not'K in all but the most stacked servers, and is even cheaper than Mongoose - because it has a higher starting strength and it's limitation is not as easy to work round as Mongoose.

Whilst there is a 2 tax to move it around - if you are working with sustained pressure on one server, and it's hosted on some high rez cost ice - then it's a really good part of a sustained pressure game plan. If they start installing double Anansi on R&D - then this probably means HQ is more open - and you might do well to target there instead!

0 to install, only - those are also good numbers.

I think the downside is that it is Corp trashable - but even this is pushing the Corp into a specific fork - trashing their own rezzed ice to remove your programme - which lets be honest, you are running with Clone Chip, two copies and SMC so isn't a real problem.

I think this is worth splashing instead of Na'Not'K in pretty much every non-stealth Shaper deck. The cards that support it's downside are possibly too much to transfer this to other factions - but at 2 influence - it could be worth it.

Ika was designed to be a great counter to high-str/high-sub sentries - 6 to break Anansi, 7 to break 8-str Surveyor, 8 to break Archer range from very solid to straight-out amazing. However, similar to Laamb, it's #s vs. small/medium ICE aren't great: 5 for News Hound, Data Raven, Cortex Lock, Jua, Turnpike, etc. —

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District 99 enables you to get cards back from your heap, based on it's design (you need to load it) you want to see it early, because later in the game the value goes down very much. On the other hand you don't want to play 3x in your deck. So usually you use it as 1x which generates value when you can find it early, otherwise you don't use it. But how to load it?
The most obvious possibilities are MaxX: Maximum Punk Rock (yes her ability is loading District 99) or Inject (only trashing programs) and Patchwork that was also released in R&R. I think outside of MaxX the use is to niche to reliably load it, so I can't see other IDs using it. On top of Maxx it should be paired with Patchwork so you can trash cards to Patchwork to load your District which makes it more reliable.
On top of that, the strong dominance of the bin breakers (Paperclip, Black Orchestra & MKUltra) makes all of the mentioned cards strong! They allow you neat tricks, like run on a server, install a program from your heap, using the discount from Patchwork by trashing another bin breaker. Get the missing breaker in the bin in case you need it & get your District counter. Without the bin breakers, e.g. for rotation, I can't see a proper use case scenario. So as a summary, this cards best use case is Maxx & Patchwork.

Of course there is a chance that the corp is triggering District 99, e.g. with trash a program from Archer, Rototurret, Ichi 1.0 or others. But it's not reliable enough to justify to run this in your deck. Next Question...

What to recur with it? Only cards in faction, so the obvious choices are cards that MaxX: Maximum Punk Rock milled, that might be important for you, like Patchwork, Ice Carver or to replay Hacktivist Meeting. Or economy cards to reuse them again. Lot's of economy cards are neutral, that leaves Liberated Account, Stimhack, Day Job or Guinea Pig. Other options are: D4v1d, DDoS and The Archivist.
Splashing it into other factions doesn't seem to be that beneficial, but in theory you could pair it with Aesop's Pawnshop but this would need enough programs and hardware to sell to it. Or maybe a criminal deck with those terminal directive breakers (Abagnale, Lustig and Demara) and or Spy Camera and Sports Hopper hopper to have further Diversion of Funds and recursion. But that already seems janky.

I've tried to make this card work (in a competitive environment), without success in a Patchwork Maxx deck, but I'm not that experienced in playing Maxx too. Personally it never felt good to use 2 clicks to get Liberated, install it again and use it then. But this might only be a feeling.

Additionally to that, the card must justify itself. What are you cutting? An economy card? Something else? So I would say, you would need to use it at least twice during a game to make it better then the other card you have skipped for it, and there I see the major issue, as it means you need to see it early to get at least 6 counters. On top of that it also costs you additional clicks to use. That is why I think it's not as good as it seems first glance.

I feel like it could possibly work in other factions. You need patchwork and/or aesop and use the district to recur high value run events or, possibly, key pieces of the rig. —
I'm not sure this works when you might need to invest 9 Influence for this. It might work, but would also mean switching from Resources to Hardware & Programms. But agree to recur Indexing or DDM might be nice out of Shapers. —
Cutlery also make a great target. If you have the full suite, you can pick the best for the situation. —

Cyber Bureau is an undisputably wild ID. It's the first asymmetric multiplayer ID we've seen so far, it has about five regular IDs worth of abilities, and with its unlimited influence and access to every agenda in the game, building decks for this thing is one heck of a ride.

On paper it looks like it could build in a lot of ways, but I've found that fast-advance is the best way to build it, since you have twelve clicks of angry Runner that want to sneak into your house and kick over your sandcastle. The sooner you can score out and close the game, the better!

I've played two games with it so far, winning one and losing the other. Both were pretty close games! I believe there's a lot of really interesting gameplay to be found here.

Anyway, let's go over its assortment of abilities.

1: Basically Andy - draw an opening hand of ten cards.

This is huge, especially when coupled with a minimum deck size of 40 cards. You can clear out up to a quarter of your deck before you even take a turn! Your mulligans are legendary, too.

2: Better NEXT Design - install up to five cards, rez any number, reducing the total cost by up to 20.

Cyber Bureau's trademark ability, this lets you get set up really quick. I think ice is the main thing you want to install with this - it's hilariously easy to keep people out when you start the game with beefy ice on all of your servers. Stuff like Tollbooth and Anansi are ideal here. Keep in mind you can rez above 20, since you start with five credits!

Other cool stuff you can do is drop a 3/X agenda in an empty server, then score it on the first turn! With the help of Jeeves Model Bioroids, you can even score out a 4/X, or over-advance a Project Atlas, before the Runners even get to take a turn.

There are MANY possibilities with this ability. The way you play it out can make or break an earlygame!

3: Punitive Siphon - the first time a Runner runs each turn, steal credits equal to the agenda points in their score area.

Of all the abilities on this card, I think this one is the least powerful, even though it looks busted. In a lot of cases, the Runners can coordinate to have a single player steal your agendas, leaving the other two to run without fear.

The Runners get up to all sorts of horrible, nasty stuff against Cyber Bureau. It's very rude.

In cases where you can get it to fire, it's a very good source of funds, and an even better form of econ pressure.

4: Mega Mopus - : Gain 3.

Your best friend in this deck - the Runners can tax you out very very quickly if they gain ground somehow. Emergency Shutdown, Diversion of Funds, Corporate "Grant" and even stuff like Hijacked Router hurts you a lot, since you have three clicks to their twelve. Figuring out your econ plan is crucial in this deck, and Mega Mopus lets you care a little bit less about how you get that money. Clicking for 12 with Jeeves is a great feeling, too.

5: Anonymous Tip on a Stick - : Draw 3 cards.

You probably won't use this much, or shouldn't, since it can very quickly flood you. Clicking it once on a turn where you're low on cards can be really good. Otherwise, maybe there's some weird plays with Reuse or something? I feel like this has combo potential, but I'm not the player to figure it out.

So, with all of that at your disposal, it's... still kinda Runner-sided? You get punished real hard by any sort of cohesive plan. Even with the infamy system, which makes it so that only one Runner is "in play" at a time, you still have a lot to worry about. Twelve clicks is a lot of clicks to defend against!

Employee Strike turns off your tax power and your two super click abilities, which is very very saddening. Apocalypse can straight up undo your initial foundations, if they can find a way into each of your centrals. Since you're usually pretty top-heavy with ice, Emergency Shutdown or anything else that hurts your ice will really ruin your day.

Particularly against fast-advance, a cheeky well-timed Clot on the right turn can buy the Runners a whole extra round. Beth Kilrain-Chang is usually pretty good against you, firing for the + on any turn where you're moneyed up. Indexing is just endlessly sad - one Runner can do the reordering, while another runs and collects the goods.


I think the best way to play with Cyber Bureau is to throw three regular Runners at it. If the Runners specifically tech against you, you're screwed. Rather, if you're up against three decks that are just sort of doing their own thing, that's where you find the best gameplay.

As a Corp, you get to wield UNLIMITED POWER, with a deck beyond your wildest dreams. As Runners, you get to actually be friends with your fellow hacker-peers for once! The cooperation space is immensely deep, and I'm sure people will be exploring it for a long time to come, especially if more IDs like this ever get made.