Jinteki Damage

Jinteki: Personal Evolution

Agenda (10)
3x House of Knives 
3x Nisei MK II
1x Philotic Entanglement
3x Priority Requisition

Asset (13)
1x Chairman Hiro
3x Project Junebug
3x Psychic Field
3x Shi.Kyū
3x Snare!

Upgrade (3)
3x NeoTokyo Grid

Operation (12)
3x Diversified Portfolio
3x Hedge Fund
3x Medical Research Fundraiser
3x Mushin No Shin

Sentry (9)
3x Komainu
3x Neural Katana
3x Pup

Other (2)
2x Data Mine

0 influence spent (max 15) 
20 agenda points (between 20 and 21)
49 cards (min 45)
Cards up to Honor and Profit

Deck built on http://netrunnerdb.com.


11/01/16

Well even before playing this deck I got this advice on netrunnerdb:

I’m assuming this is only Core Set and Honor and Profit, no?
You should use some of your influence! There's a lot of weakness of Jinteki in the core set, so you should try to cover them.
I suggest buffing your economy with something Adonis Campaign, PAD Campaign(drip econ but a bit costly to trash), Mental Health Clinic.
Also, early game, you actually want to keep the runner out, especially R&D since if ever they access Junebug or ShiKyu, they can easily trash it. So some cheap early game ice might be a good place to spend some influence. Ice Wall or something. Lots of neutral cards for that as well; Guard, Wall of Static, Enigma, etc. Maybe drop the some of the Data Mine(0 trash cost, it's vulnerable in R&D) and Neural Katana(only 1 sub, kinda easy for the runner to break).

So taking this into account, that deck became this:

Jinteki: Personal Evolution

Agenda (10)
3x House of Knives
3x Nisei MK II
1x Philotic Entanglement
3x Priority Requisition

Asset (19)
3x Adonis Campaign ••••• •
1x Chairman Hiro
3x PAD Campaign
3x Project Junebug
3x Psychic Field
3x Shi.Kyū
3x Snare!

Operation (12)
2x Diversified Portfolio
3x Hedge Fund
3x Mushin No Shin
3x Neural EMP
1x Scorched Earth ••••

Code Gate (2)
2x Inazuma

Sentry (6)
3x Komainu
3x Neural Katana

10 influence spent (max 15) 
20 agenda points (between 20 and 21)
49 cards (min 45)
Cards up to Honor and Profit

I’m sure there’s still holes in this, but what they might be I’m not yet sure. Of course, playing a load of uniced servers means that Criminals can just run on the servers for easy rewards, and I figure it’s going to be pretty obvious where my agendas are if I use what little ice I have to protect them - I’m thinking about using Mushin No Shin to basically fast advance a couple of 3/2s, or maybe to take a risk and get Priority Req done in two turns?

The deck is obviously all about murder, though: murder and money. Snare/Scorched Earth looks lethal, and if I can Inazuma a runner into Komainu, then they’re only a Neural EMP away from the game being over.

That said, I’ve designed a criminal deck that I think might be able to beat this, and I’ll be giving this to a friend who is also getting into Netrunner - so we will see what happens!


13/01/16

Ran this deck for a couple of games last night against a criminal player using this deck (with a couple of tweaks), and each side took a W.

First game I got account syphon-ed to bloody death (the advice I was given about throwing in some hard “end run” ice turned out to be pretty good), and a criminal with 20 or so credits in his hand by turn three or four is a dangerous one! Neural Katana is dangerous, but against something like Ninja and a healthy credit pool it doesn’t stand a chance. The Criminal deck had a couple of splashed Net shields in it, and I found that this, combined with a couple of big net damage combos not quite firing, meant that I could never quite do enough damage to flatline the Criminal player (although I got him close a few times). The other thing I learned is that playing the Jinteki shell game is all well and good, but when the Runner is rewarded for hitting your R&D and your HQ you have to make it bloody difficult for him to get in to them before he’ll even consider looking at your remotes. In the end, Criminal won 7–4 When he pulled Chairman Hiro from HQ. Hiro never felt like he was useful: while I could rez him and reduce the runner’s grip size by 2, a deck with not much Ice in it means leaving a 2 point agenda face up and barely protected; the six credit trash cost being inconsequential to a rich Criminal.

Second game went better: I managed to score a House of Knives early, and started hammering advancement tokens out across all my remotes while blocking my Centrals as best I could. This worked better, and while the runner managed to score Nisei MK 2 off me, I made sure that getting into my centrals was as painful as possible. In the end the win came when the runner ran on a triple advanced and double iced Junebug — he’d Femme’d one piece of Ice and had already forcerezzed the other, so I let him spend the credits before hitting him with Junebug AND a net damage from House of Knives just for effect, totalling 7 net damage and leaving him broke, meaning he couldn’t even negate any damage with Netshield. That said, I got far luckier in terms of economy in the second game, even though I left an Adonis Campaign unrezzed for way too long (A bad habit of mine) — Playing Diversified Portfolio on 8 remote servers is a great way of making some cash!

So, what changes to make? Well, I think Hiro can go — I like the idea of Installing Him, Rezzing Him, then Scorching, but with a single Scorched card AND not a great deal of tagging opportunities, I just can’t see it going off. More Ice instead, I think — but what?

Oh, also I’m thinking about dropping the 3 Niseis for 2 5/3s, although I dunno what (if anything) I can use instead.

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