by Rob Dixon
And yeah, Cracker isn't that hot.
I keep hearing that, and yet, I don't believe it.
This game is all about hidden information. The Corp's best defense is that the Runner doesn't know what cards he has installed. Is that an Agenda with a lot of Advancement counters on it, or a Project Junebug that will waste m the second I access it?
Well, the Codecracker takes all the guesswork out of it. Now I know what it is, and I can go about my day. That card has won a lot of games for me because it properly identified my targets.
I will take the knowledge that nobody plays it and keep playing a Trap-heavy Corp deck, though, thanks.
Edit - To further answer your question, 2 seemed like a good number to make sure I draw them and don't lose them. I don't have a way to get anything out of my trash, so if I only had 1 and I lose it either to a "Trash a Program" or to unexpected damage, I'm crippled the rest of the game.