Psychological Warfare

Kaos64 116

Take the brewery

Mushin no Shin a Cerebral overwriter, advance once. They run it - you win the game by flipping your id next turn.

Mushin no Shin a Vanity Project, advance once. They run it - you probably lose, they don't run it - you score 4 points making the above point more likely to land.

Fast track , Vanity Project into a Mushin is hilarious also. Did you really mushin that agenda? or is it a trap? Do they risk you scoring 4 points to find out?

This deck requires the ability to gauge your opponents willingness to run advanced cards and hopefully not rolling snake eyes when the runner accesses R&D (6 agendas in a 49 card deck, 3 of which protect themselves). If you force the runner to take a shi-kyu they need to score 3 of your agendas to win (unless the 2 agendas are the 4 pointers)

3 comments
24 Nov 2015 bubbathegoat

Do you consider running with the Greenhouse ID? That would allow you to IAA your Vanity Project, then flip to score it next turn. Many runners may not feel the pressure to run an IAA server on 3 points, but with that you could flip and win with no other combo card needed.

I'm a big fan of 'two ways to win' strategies in Jinteki Biotech: Life Imagined that utilize the two useful IDs for Biotech. Broadcasting a kill deck can really stun the runner when you flip to win by scoring.

24 Nov 2015 Kaos64

After having to win the game the hard way against a shaper with 4 brain damage running Deus Ex to prevent the flip kill, I can definitely see the benefit of running the Greenhouse in this. Most Biotech decks I've seen run the Greenhouse to never advance score Nisei however so I honestly think the Brewery is more of a surprise factor. I do however like the idea of switching it up in a tournament where there's a cut and word of your deck is starting to spread.

I even think the Tank may have it's uses if you suspect a DLR matchup.

25 Nov 2015 bubbathegoat

I am not familiar enough with DLR to know if the Tank would help much against it. If all the corp needs is a little more time to survive and score out, then I suppose the Tank can do that by resetting the mill. If the DLR mill wins by stealing out of archives with Hades Shard, then the Tank's ability is too slow.

Either way, the Tank requires the corp to know they are facing a mill to be useful, otherwise it offer little utility.