Cyberpsychosis

Welcome to Night City — Retail · #067 illustrated by Michal Ivan

Program Yellow 3 2
Uncommon Quickhack QUICK PLAY
Effect

QUICK Give an equipped Unit +3 power this turn for each of its equipped Gears. If that Unit steals or fights, defeat it at the end of this turn.

Official FAQs and errata
FAQ

Can I choose an equipped rival Unit with this effect?

Yes.

FAQ

If I play this Program [QUICK] as a reaction and choose the attacking rival Unit for the effect, what happens?

The rival Unit gets the power boost for the ensuing fight and is defeated at the end of the turn.

FAQ

If a Unit under the effect of Cyberpsychosis attacks but does not make it to the Fight or Steal step, is it still defeated at the end of the turn?

No.

Official card database
How to Use Cyberpsychosis

As a Program, Cyberpsychosis resolves as a one-shot effect. Compare its RAM, timing, and card text against other program options.

Set Information

Welcome to Night City — Retail · #067

Deck Building with Cyberpsychosis

When evaluating Cyberpsychosis, compare yellow cards. The 3 cost slot should be planned into the deck curve. Similar program cards can help decide whether this effect, stat line, or timing window fits the list.

Artist and sources

Illustrated by Michal Ivan

Keywords
QUICK PLAY
QUICK
QUICK
PLAY
PLAY
Classifications
Quickhack
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