Next Generation Medicine (Jinteki Fast Advance)

I Fight Dragons 52

Replace PAD Campaigns with Mental Health Clinics because they are not yet available on NRDB's deck builder. **Correction: They were called Psychiatric Clinics and I completely missed them.

Why Fast Advance?

With Harmony Medtech as your identity, the game comes down to 3 agendas concludes a win. This is huge in that you no longer need a pair of 2/1 agendas to balance your agenda density. Fast advance wants to score agendas out of hand and every agenda aside from the two NAPD contracts and the first Medical Breakthrough are able to be scored straight from hand with a Sansan. The other thing fast advance needs is good economy to pay for rezzing Sansans, ICE, and advancing agendas. While Jinteki doesn't have the power of Astroscript, it does bring great drip econ in the form of the new Mental Health Clinics and burst econ with Medical Research Fundraiser. Jinteki also brings Caprice Nisei which helps immensely in keeping the Sansan server secure. Finally, Harmony Medtech brings consistency to the deck by having a 40 card minimum limit as opposed to 45. With Jackson Howard on the board, you can easily find what you need without much click commitment on your part. You also get the added bonus of being Jinteki, which means most runners are automatically wary of carelessly running on your servers without a bit of preparation.

ICE:

Like any Fast Advance deck, look for cheap to res and taxing to break ICE as best as you can. You want to make the runner dig for their breakers to get into your servers and use that time to get to match point or even win. In this deck, I also throw in a singleton Swordsman to deal with Atman and a Grim to slow the runner down even more if he's not prepared for it. Quandry and Wall of Static are classically cheap End-The-Run ICE and Guard can help keep pesky criminals from bypassing your servers. Susanoo-No-Mikoto is very much a meta pick where the most popular sentry breakers are Femme Fatale and Mimic and this thing absolutely taxes the living hell out of both of them.

Assets and Upgrades:

Jackson Howard gets you what you need and also protects your agendas should you draw into too many. Not only that, but the runner is losing three credits just for the privilege of denying you one off the top of R&D which slows them down. You can also use him to recycle those Sansans the runner spent so much on to trash.

The newly released Mental Health Clinic fits perfectly into the fast advance style of gameplay. Not only is it a free credit every turn it's rezed and costs 0 to rez, but the 3 trash cost and maximum hand size increase for the runner helps to give a disincentive for the runner going and ruining you economy, just what you want.

Sansan city grid is the big upgrade in this deck. Most runners will go out of their way to trash it on sight, and for good reason. Every turn Sansan stays on the board you should try and score out an agenda through it, and even the turn or two after because the runner likely lost a good bit of tempo paying that sexy 5 to trash cost.

You know what's great in fast advance decks? Ending the run. You know what's even better? Ending the run while taxing the runner a few credits just for a chance to get in. Oh man, do I love Caprice in this deck, there's nothing quite as satisfactory as the runner having just enough credits to get in and trash a Sansan or steal that NAPD only to get denied by Caprice either ending the run or having them spend just enough credits to ruin their plans. Taxing is all about the little bits and pieces adding up and caprice essentially doubles the server tax every time the runner fails to get by her.

Operations:

Hedge Fund and Medical Research Fundraiser are both phenomenal burst economy cards that get you your money now so you can go for a big Sansan scoring play over the next few turns. Medical Research Fundraiser does have the drawback of giving some tempo back to the runner and I'll be testing other options for burst econ without that small drawback. We also have pygmy giraffes.

Things to test:

-A Snare! or two to keep the runner wary and hit his tempo hard.

-Dropping a Sansan for more taxing ICE such as Eli or Tollbooth.

-Other burst economy options like Restructure

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