Anatomy Lessons

RubbishyUsername 442

Hey, RubbishyUsername back with another "scourge of the JNET casual lobby" deck list here. I'm playing Jesminder, the Sareen sister that doesn't belong to a tier 1 deck. I'm playing her without her console, without any tagging cards, with an economy suite that was popular in 2015 and a breaker suite that was popular a year before that. T H E M A D M A N. This is possibly the most ridiculous list I've ever run that actually works. I'll explain all of that, but let me just give you an idea why a list like this works in today's meta with yesterday's cards.

Alright, so the thing you want to know most of all is why Jes. Nobody plays Jes. She's bad against 2 out of the 4 corp factions. I would like to counter with this: she's good against 2 of the 4 corp factions. Against green and yellow she saves two credits and a click almost every single run. Even Smoke's got nothing on that run efficiency. You can tell me that she's bad, that even if she was good I could Rebirth into her, and I would tell you to blank that IP Block or that Colossus or that Prisec. In your last click. While stealing a Quantum Predictive Model.

But of course, you still need to win against the other decks that don't slow you down with tags. Fortunately, Overmind is a disposable AI which gives me that gives me warm feelings in my belly whenever they Hunter Seeker or Marcus Batty it with only 1 or 2 counters left, or when they think they're safe behind their Mother Goddess or Excalibur. Then my belly catches fire when they slowly triple advance a Hortum and I slap down the Cyber-Cypher. You don't necessarily have to get Deep Red down first, but when you do those 6 power counters will last you for days, even without e3 Feedback Implants. And then if they play taxing ice, System Seizure (which is currently not implemented on JNET), makes Overmind kind of efficient. Breaking an Eli and a Fairchild 3.0 with the current and e3 comes to 8 credits and two counters, which likely cheaper than whatever fracter/decoder plan you had already. Just mind that System Seizure only works once per turn.

Since we're running Overmind, we can run Deep Data Mining, which will inevitably hit no agendas even when you're accessing 5 cards. But it's not the end of the world, because unlike other Magnum Opus or resource-based or run-based economies there's very little the corp can do to stop you making money and therefore accesses. If you've never ran Prepaid VoicePAD before, if has "credit" or "draw" on it you want to keep it in the mulligan.

Still, there is some stuff you want to borrow from more traditional runners. Plascrete Carapace helps against Midseason Replacements, as does Film Critic, Councilman deals with Estelle Moon and Beth Kilrain-Chang is too good to pass up. Don't be afraid to use Levy AR Lab Access early to shuffle more economy in, or use Same Old Thing with Prepaid VoicePAD and Sure Gamble to make sure you have enough money to contest a remote.

That's just about everything that's actually in the deck, but there's some stuff that I'm not running that'll raise eyebrows. Code Siphon's just bad, in case you're wondering, and Account Siphon or Vamp use up influence we just don't have. Scavenge, Self-modifying Code, Test Run and Clone Chip and the second e3 Feedback Implants just aren't necessary. (I've found in testing that 3x Overmind is always just enough, as long as you're sensible with what you're running.) Daily Casts is a quick enough cash injection to keep up with what we're doing, where Data Folding just doesn't do it quickly enough. Hyperdriver may prove valuable yet, but only as a 1 of.

And finally, yes, I am serious about Jesminder Sareen. It somehow manages to be the only ID that actually matters with this gameplan. It turns out that Damon Stone was right all along: Jezza OP.

2 comments
23 Jun 2017 GameOfDroids

If you're okay with installing Overmind before you have Deep Red down, why not just save the influence by going 1 Astrolabe 2 Mem chips?

23 Jun 2017 RubbishyUsername

Deep Red does what you want - more mem - really, really efficiently. One card and two credits for 3 mem is a good deal. I would estimate that you need around 12-15 power counters over the course of the game - more than the occasional mem chip but you don't need all three Overmind with chips. If we did save influence on Deep Red, I'd run more e3s - which is ultimately just more expensive.