Mi55in9 Y0u A7r3ady (Come back when you have a breaker)

Dread Sovereign 298

Its back again....with ever so slight changes, which doesn't really warrant a republish, but I have had success with this deck and thought I would talk about it a bit.

The reason Jinteki Id's are so good is because their effects last the entire game, this ID does not. While that may mean its not as good as RP (Seriously how would it even come close) it doesn't mean its not a viable deck.

The main factor about the Id is "The runner doesn't know which one you have picked" (TRDKWOYHP), so they have to be careful, if they end their turn one one card and you have picked the Brewery and that's game, you Fa into a Nisei using the Greenhouse, that's also usually game.

Because of these two win conditions (The tank is not a win condition) the runner has to be careful as TRDKWOYHP and they don't know which ID's your deck is built around.

In the beginning L4DY L1B3RT3(Releasing you from this mortal coil) was built around both the Brewery and the Greenhouse, to offer some degree of flexibility and some choice once you have drawn your hand. While this deck did work to some extent it lacked the focus in one area this meant both scoring and killing were harder than they needed to be, more often than not. the fear of the runner getting flat lined led to me scoring out the seven points early. It didn't really work the other way round however.

This lead to my second version L4DY L1B3RT3 (Not Releasing you from this Mortal Coil) which this is Derived from, this deck took a different approach by complete focusing on the Scoring, it essentially became a Glacier deck, well as far Glacier as Jinteki could go. The thing with Jinteki though is, its real power is in the traps, which led to some early play of it being kinda rubbish.

What I did notice in those early play is that while the deck completely lacked any traps (I know, really really stupid) the players didn't know that, and they were cautious, which is great when your playing a glacier deck.

After a while people twigged that, the deck had no traps in it, A noise deck Medium-ed most of my deck in one of the top games in a tournament that everyone was watching soooooo, everyone saw the complete lack of traps in the deck.

This lead me to put one offs of the three best Ambushes that Jinteki has and one offs of their evilest sentries. This had the wonderful effect of throwing everyone off guard, Players assume that if they see one snare, their is going to be more (they slow down) then they see the one Shi. kyú and assume their is more of those, and finally they see the shock and assume that you have a full traps suite, and you can just rocket ahead and score whatever you want.

Jinteki is a lovely faction because I don't have to run all the traps in the world, due to their massive history of being complete B*****ds people can always assume the worst, even if you are not trying to kill them.

I think that's enough confusing game theory for now. So here is what you need to know.

  1. Braintrust: Most people have come to expect four advances from jinteki, this has the advantage of only being three. While you are almost never going to trigger the ability , its good shell game tactic, and very easy to score.

  2. Fetal AI: This is arguably more Taxing than NAPD and doesn't suffer from being stupidly hard to score vs Valencia, and further reinforces that your plan is to kill the runner, which is what your after.

  3. The Mix of Traps, because we are not going for the kill we don't need to run triple copies of every Jinteki Trap ect ect, we just need the runner to think we are, while these cards may slow down the runner effect wise. I think you will find the runner plays more cautiously after seeing a shi-kyu, a snare.

  4. Will- o - the - Wisp: This is a great card, for the cost of Caprice (two to rez at least to to play the PSI game) you can set the runner back miles in this race of not trying to kill you, this card is especially good with all these Anarchs everywhere as they have the searcher to pull it off the bottom of their deck. And if you really want to break some hearts, try sending a fully powered up study guide to the bottom of the deck.

  5. Celebrity gifts, while being the best economy card in the game, this card also shows you the runner your hand, which should have at least one sentry in or one traps, and as the runner TRDKWOYHP are they really going to risk it?

  6. Crick, While I hate Turing with a passion (And would instantly put him in my deck if I could find the space) Crick is mad mix of Architect and Pup, costing one credit for 6 St this comes into play against those pesky Eater decks that mill everything into Archives, they either break it and not access, or you throw your stuff back into play and they don't get it. Of course they could easily hit it over the head with a wooden spoon, but then not all Ice could be as powerful as Architect.

  7. Mix of Sentries: I think we have hear enough about TRDKWOYHP and trap theory. Motions to top of the page in frustration

  8. Orion and the Greenhouse, four advancements for a discount of 12 credits, yes please. This Piece of ice is perfect to score behind if you can get it down early game. Down side of course being it has all subtypes, so watch out for those Silverware, just be Silver wary....

Other than that this deck plays like any other Nisei jump deck, just make sure you talk to the runner, and put the fear into their hearts. Half the game is in the mind not on the table.

Link to counterpart Runner deck: http://netrunnerdb.com/en/decklist/20318/leys-beak-and-bleeding-try-and-turing-this-#

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