Neural EMP

Neural EMP 2[credit]

Operation: Gray Ops
Influence: 2

Play only if the Runner made a run during their last turn.

Do 1 net damage.

The trick isn't hitting the person you were aiming at. It's hitting only the person you were aiming at.
Illustrated by Matt Zeilinger
Decklists with this card

System Core 2019 (sc19)

#101 • English
Startup Card Pool
Standard Card Pool
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No rulings yet for this card.


Neural EMP is the finisher card for Jinteki kill decks. Runners have to run in order to win, and that turns Neural on. A few of these in hand and the runner hitting a Snare! or a Junebug or any other of the many sources of net damage Jinteki has at its disposal, and they can (and will) finish off the runner.

As only a single point of damage, they are rarely used to simply tax the runner. Two credits and a click, plus a card slot in the deck, simply to knock a single card out of the runners grip is not often worth it, especially when there are many other cards that can do that single point for much cheaper. To kill with it however, the corp often needs two or even all three in their hand to get the flatline. Yet it does find its way into many Jinteki decks, and it has been the end of many runners. It does this simply because it is a way, without a tag, without advancing cards, without relying on luck of the access to do damage. Even more so than that, it is damage done during the corps turn, which while not entirely rare, is not all that common in cards either.

It will remain a staple of Jinteki kill decks, unless something is printed that does the job better. When Chronos Protocol: Selective Mind-mapping is released in the end of the SanSan cycle however, this will be a staple card for that deck.

(Written during the meta of Breaker Bay, part of the SanSan Cycle. For more reviews like it, visit

(Breaker Bay era)
don't forget how I've had worse bullies it around. —
Certainly does, making it harder to flatline using it. However, once Selective Mind-Mapping hits, IHW getting hit by this would be a thing of the past. Use these to hit all the cards around IHW then ronin for the finish... —