The Last Generation

yithian 188

The Last Generation is inspired by the Bait and Blast deck that FFG promo-d [0] but with a bit more focus on advancing (and defending) agendas than flatlining the runner.

Mushin No Shin is key to the tactic.

  • early game (not necessarily first turn), it's great to push out an advanceable asset. If the runner bites, you could flatline them (or just trash their grip) with a Junebug or cost them a couple credits to trash a GRNDL Refinery. If the runner doesn't bite, you either have credits for days or a useful target for Trick of Light.

  • mid game it's good to force tempo on the runner. If the runner's grip is small (because they just hit a Snare or Project Junebug, for example), you can use Mushin No Shin to push through an agenda quickly.

  • late game it's good to bait damaging runs or set up a Trick of Light. Make them hit a Snare or Psychic Field and follow up with Cerebral Cast and/or Scorched Earth. Or just sneak through the final agenda in a remote server with some ICE on it, using Mushin No Shin as a distraction or Trick of Light battery.

Speaking of ICE, this deck obviously doesn't have a lot of it. So you have to use it carefully.

  • Walls of Thorns are great for central servers.

  • Snowflake and Guard are great on remotes.

  • RSVP should be used with Caprice Nisei on a remote server for hilarity or put in front of R&D or HQ to further secure Future Perfect.

  • Neural Katana and Komainu should be used wherever you think they can hit

  • Inazuma is probably best used on a server without Caprice Nisei (ie: if Caprice is defending a remote server, install Inazuma in front of Wall of Thorns to protect R&D).

  • Grim should be used to snipe a killer or Deus X

As for operations, feel free to show off with Celebrity Gift if you have multiple assets and an agenda in HQ. It'll make the guessing game fun when you use Mushin No Shin.

Feel free to use a Cerebral Cast without Scorched Earth ready to follow up but it's probably best not to use two of them until you can stick a tag. It's fine if the runner opts for brain damage, it'll make Snares, Project Junebug and Neural Katana all the more fun!

[0] http://www.fantasyflightgames.com/edge_news.asp?eidn=4655

5 comments
5 May 2014 Exo

I really like the synergy of RSVP and this ID. The fact that you'll always end up paying 0 (-1 to win, + 1 from ID) to win every bet. The more I play this game, the more I look at RSVP as one of the most useful ice of there.

5 May 2014 yithian

RSVP is a really, really solid piece of ICE. The only real bad place to put it in this deck is as the only piece of ICE protecting a remote server that doesn't have Caprice Nisei in it. Aside from that, it's a rock star.

6 May 2014 CodeMarvelous

Have you play tested this? how many total advancements do you usually get on grndl?

6 May 2014 yithian

I playtested an earlier version that used Dedicated Response Teams and more ICE and I was able to get 4 advancement counters on GRNDL Refinery without too much trouble (Turn 1: Mushin No Shin on GRNDL Refinery, install ICE in front of it. Turn 2: Advance GRNDL Refinery, pop GRNDL Refinery, install ICE elsewhere). It would have been easy to stick another counter on it but it was so early in the game that I wasn't sure how safe it would be to leave R&D unprotected.

In other Jinteki decks that I've used GRNDL Refinery in, I routinely was able to install, advance, advance it in a turn (with one or two pieces of ICE) then advance, advance, cash in the next turn for a giant pile of cash. The trick is pacing: if the runner is a little low on credits or cards then it's a good window to try to push through a GRNDL Refinery (or an agenda, really).

The thought of the runner trashing the Refinery is scary, but there's some relatively taxing ICE and there's always Caprice Nisei (and possibly even a Nisei MK II token, though that's probably best used to stop event runs) to defend it as well if the runner is set up already. Even if the runner does manage to trash it, it's not a huge setback because the successful run will enable a Cerebral Cast.

6 May 2014 Exo

Yeah this GRNDL is a amazing card. I've tried it in my deck Because We Built It and I could get like 12+ credit out of it without too much difficulty. I still removed it because I made enough money with Commercialization and Reclamation Order and all the other operations that I was too much at this point. But yeah, I'm confirming that too :)