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Jinteki Test
Submitted by
jabrunin
, Jan 23 2015 10:28 PM | Last updated Jan 23 2015 10:28 PM
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New Player, loving the idea of a Jinteki Shell Deck, without the Fast-Advance or exclusively Net Damage aspect. Few Agendas, Advancement Swaps, Low Econ/Cost. Want this to be a fun, random deck to play with friends. Definitely NOT competitive yet.
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All 3-point agendas, with only 6 in the deck. HM allows Corp to win with only two scored agendas. A single Shi.Kyu forces the Runner to score three. Lots of annoying ambush (with or without ice) on remote servers to confuse runner. Lots of different advancement opportunities with Plan B, Trick of Light, Shipments, Mushin, Toshiyuki, etc.
Low-strength ICE, intended to be a quick, early defense for central servers, and then decoys for remotes. With almost all low-cost cards, HQ should be relatively small, but will make holding agendas dangerous. Economy is almost non-existent with only Sundew and Fundraiser.
Ideally 4-5 remote servers will be set up and started to be advanced before the runner has their rig in place. Ideally it will be a challenge to balance clicks for runs vs. clicks for development, while this deck is using clicks only for installs and advancements.
Concerns: Definitely econ concerns here, as well as mid- and late-game defense. A patient runner will be able to build easily against this. Running R&D will hopefully be ineffective since there are so few agendas, but getting locked would be pretty easy. After that it's basically a roulette game to see whether they can run the right remotes.
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