My goodness.

So this card may boost Anarchs back up to degenerate tier 1 status.

As of writing this, the Counter Surveillance/God of War deck archetype is real and played, if not top-tier stuff.

And by using its patented multiaccess combo with 20+ tags (obtainable by installing multiple God of War's) in conjunction with By Any Means you win the game. Immediately.

It looks like a Runner equivalent to old CI7 builds, whereby if the opponent has not won on turn 10, they lose, in this case by being decked out.

With some of my testing, it was actually very easy to pull off, (but not out of MaxX: Maximum Punk Rock as she trashes the combo pieces) Jarogniew Mercs with 20+ tokens to protect you from the meat damage, Dean Lister to boost your breakers' strength cheaply, Obelus to ensure hand size and a draw option...

Back up plan includes regular heap breakers, Hades Shard and Clan Vengeance for some regular accesses out of archives, regularly.

In classic Anarch fashion, you don't mind much about what gets hit, but if you do, Titanium Ribs is there to help.

Unless this gets changed between now and Store Champ season proper, I can say that I'll be bringing it - although only to events where I don't mind making enemies...

The Plan

  • Install God of War as early as possible
  • Take tags every turn. You don't care. You're going to use them against the puny multinational spacefaring corporation
  • Draw through your deck to get Obelus online ASAP, because otherwise you'll die. Feel free to install small Mercs with few counters during this time, as it is a unique card, and as such can be overwritten by installing a new one, gaining you more tags and increasing how much your opponent hates you.
  • Play combo pieces or not as you like, because everything is going back in your deck anyway.
  • Game Day. Backup plan if you don't get it. Draw like mad.
  • Dummy Box should be down at some point as well. Furthers the opponent's despair as he can't touch your resources, and Best Offense does nothing.

The Turn

  • Scalp Melty. Your opponent groans as he knows what's coming.
  • Install Mr Hoodie. Nearby tables turn to look at your opponent with pity.
  • Install something else. Depending on board state, or the opponent's ID, this is where you run, and you'd better have another Hoodie down because...
  • You go for it. Dean/EMP gets you through whatever puny 18 ICE they have defending R&D, or all the money you've been getting does. However you want to do it, you can. Also, add insult to injury, get revenge while you're there.
  • R&D.
  • Get kicked out of the venue, lose all your friends, your wife leaves you and your dog dies. But hey. You won.

If for whatever reason, be it skillful counter play from your opponent/not enough time for infinite tags due to pressure, you don't manage to trash absolutely everything, use Hades to access their entire heap. You probably win.

Disclaimer: This was all written before events could legally use Sovereign Sight, so most of this is conjecture.

Tl;dr: Netrunner is broken again. —
Seems like a nonbo to me. CS decks don't tend to be particularly rich and have the added struggle that the turn they need to win requires 4 clicks - play MFM, install Dean, install CS, run. By playing this card you make your combo needlessly more difficult to pull off as you now need to ensure prior to the combo turn that you have enough money to pay for CS at the end of the turn before you combo, you need to have Dean or the Mercs already on the board and the corp needs to not trash them (because one of your clicks has to be spent installing one or the other, you don't have the clicks for both and tbh its probably the mercs you install which gives you another tag so makes the combo cost 1 more). This makes the combo harder to pull off and only really improves your matchup against Jinteki where you don't really want to access a bunch of traps in your big CS run as you can flatline before you win. Frankly, if you have got to the point where you can pull off the combo in this way, it would have been easier to just win with the regular combo the turn before. Given that CS decks have hardly been the scourge of the meta, I don't expect this card to provide a meaningful boost to their power level. —
How do you not die? —
Oh, my bad, you mentioned mercs. —
This crying over a card is stupid. Why would I bother using counter survailence with this to trash 30 cards when I can just access 30 cards and win anyway, without killing myself in the process? —

I was writing this review to make a point that Zamba is pretty weak. Only problem? It isn't.

GPI Net Tap

Zamba plus GPI Net Tap is pretty good. It's 1 credit per unrezzed ice approached during a run. Let me just remind you what bad publicity is, you know the thing corps are so scared about: 1 free credit per run only usable during a run. Zamba + GPI Net Tap is 1 credit per unrezzed ice (determined at time of approach, so ice that got rezzed this run counts). This means that as long as the corp doesn't rez a piece of ice you get extra money. Oh, and of course you're free to derez ice yourself and the next time you'll get the credit.

In combination with cards like Rubicon Switch and Keros Mcintyre a derez based strategy could be pretty economical. Assuming for the moment that the corp can rerez ice the next time you approach it you pay the cost of ice with Rubicon Switch to derez and get 2 from Keros and 1 from Zamba + GPI Net Tap the next time you approach that ice. On ice that costs 3you break even, only spending 1 click to derez the ice and the corp loses 3 to rerez. More than that and you lose Rez cost - 3, less than that and you gain credits (though the corp loses very little credits in the process).

Of course what's most fun is to derez a really expensive piece of ice, perhaps with Emergency Shutdown and then when the corp can't rerez it fly by it and get money in the process.

As for other cards Zamba combos with, well it's less great. Here's a list of other non-rotated runner cards that expose corp cards:

  • Infiltration - Not often played but I guess if you happen to have Zamba installed you'll be happy with your 1.
  • Silhouette: Stealth Operative - One expose per turn given a successful HQ run. I guess Zamba is an interesting option when playing here just to get a bit of extra income.
  • Drive By - Realistically Zamba simply reduces the price of this one a bit. It's an interesting card if there's a lot of Jinteki in your meta, but I doubt you'd want to include Zamba just for this.
  • Spot the Prey - Zamba makes this 1 cheaper. Woohoo.
  • Deuces Wild - In case you have nothing better to choose than the fourth option.

It looks like the Kitara cycle is going to have more criminal cards that expose corp cards so Zamba may in a few months not just be good with GPI Net Tap.

Great review! Using cards that make rezzing painful like Leave No Trace, Run Amok, or even Xanadu also nicely compliments the GPI strategy. —
The deck that uses this and GPI should use Aumakua. Each time you use GPI, gets one counter. —

NBN program and hardware "destruction" (resources are already vulnerable given tags). The best case scenario is using a Self-Growth Program on a broke runner (or following up with Closed Accounts) and kicking their breakers or other vital cards like Magnum Opus back to hand. Should keep them busy for at least a turn.

Since you can only use Self-Growth Program on your turn you may be able to get a runner to 7 cards in hand but they'll only need to discard at the end of their turn, so they can reinstall given sufficient credits.

Self-Modifying Code, by virtue of not trashing, can be used to kick out even cards like Jarogniew Mercs that cannot otherwise be trashed or cards under the protection of Dummy Box or Sacrificial Construct. Though, of course you can also just kick those off the board and trash the cards you're after by other means.

The big downside of Self-Growth Program is that it's a pretty weak form of getting rid of cards. You just delay the reinstall. I guess the idea is that along with The All-Seeing I and Closed Accounts you have a toolbox to mess up the runner's game long enough to open a scoring window. Like Fast Advance it's about outrunning the runner.

Jank combo: Self-Growth Program in Chronos Protocol: Selective Mind-mapping followed up by net damage. Most inefficient way to trash an installed runner card.

This will work really well if you target cards like Dino, Lep, Dheg, Omni-Drive, etc. —

Death by a thousand bruises Weyland. Except for the little problem that meat damage tends to come in big packages, not small, and you only get 1 counter regardless of amount of damage.

It's nice for fast advancement if you have Crisis Management or Dedicated Response Team and can keep the runner tagged. But eh, a runner staying tagged against Weyland is not likely to survive anyway.

Probably your best bet to make Reconstruction Contract work is to combine it with the thematically appropriate Weyland Consortium: Builder of Nations. In the best case that gives you a free counter every turn, provided the runner doesn't trash your contract.

I'm not saying Reconstruction Contract can't work. But it seems like a card that you'd toss into a BoN deck thinking "it's cheap and potentially I'll score an agenda with it".

One thing that is useful about Reconstruction Contract is that it can provide a way to add one or two missing advancement tokens to an agenda relatively easily and safely. At 4 to trash the runner is less likely to go after it so as long as it's not an obvious Government Takeover scoring option it should be relatively safe. Meanwhile scoring out a Corporate Sales Team in one turn is quite useful.

Don't forget the easiest way to make Reconstruction Contract work, Dedication Ceremony. Lets you fast advance a 3/2. Also lets you create enormous pressure if you dedicate and then pass turn. Basically turns into Weyland's MCA. —
Two DCs and this on the board can pull in a Vanity Project. Hell, 3 unanswered DCs can fast score a Government Takeover. Pipe dreams sure, but that's a play that this makes viable. Now to look into an even faster Titan deck with this and Merger and Biotic Labor. —
Builder of Nations delivers your snack-sized meat damage. —

Ok, so depending on how much you like those two cards from R&D this is either a worse Preemptive Action though one that isn't terminal (if you shuffle back 2 cards that you just discarded, so you only shuffle back 2 cards previously in archives), equal to Preemptive Action except for the terminal bit (3 cards shuffled back that were in archives) or better (4 cards shuffled back).

You could also see it as a way to have extra Preemptive Actions in your deck, influence free for Jinteki. Not sure why you'd want that though, typically 3 Preemptive Actions is more than enough.

One last difference with Preemptive Action and one that equals out the the not-having-terminal bit: 1 cost vs 0 for Preemptive Action.

My gut feeling is that even for Jinteki corps Preemptive Action will be the better option unless they can ensure the right cards are on top. Well, if anyone can it's Jinteki.

They can. Also I see it as an interesting include alongside decks running Breached Domes, Honeyfarm and other related cards. —