Assets and Liabilities v0.1

WardOfTheWoods 710

I haven't really played Jinteki since starting Netrunner, but seeing the possibilities for Industrial Genomics, it really made me want to play as our favorite Japanese global Corp. I think with some of the new identities being released (Valencia, MaxX, and now Genomics), there's finally a shift to deck that can go above and beyond the bare minimum deck sizes. This deck is one of those.

In order to keep slots open, I made the agenda density as low as possible; this is both good and bad for obvious reasons. Firstly, both sides need 3 agendas to win, and since they're all 3 pointers it makes it difficult to guard them and score all the time. However, with the number of ICE in the deck being about 1/3rd of the whole deck (19 total) this becomes almost a pseudo-glacier deck. Almost all your ICE should go towards protecting two main servers: Archives and the scoring server. Any extra ICE should go on R&D or HQ, depending on the Runner matchup.

Now, it's nearly impossible to play this deck without some effective way of putting cards into Archives, so Jackson, Power Shutdown, and Reuse come in very handy, with Executive Boot Camp available to tutor and also make rezzing those assets easier.

Money comes from mainly assets here. Since we're not really going for a flatline here, Mental Health Clinic is an easy way of getting credits every turn, along with PAD Campaign and Sundew. If you're making sure Archives are protected and you have even two or three face-down cards in Archives at any given point, it will serve to discourage the Runner from hitting valuable money assets, with Hostile Infrastructure there for when Archives inevitably gets hit and they start going for your drip econ.

Since influence went mainly towards ways of getting stuff into Archives, I only had enough left for some Eli 1.0s, but the ICE in the deck should be sufficient for staving off the Runner long enough to hit a scoring window and get those 3-pointers.

With 59 cards in the deck, consistency is definitely the elephant in the room. This build hasn't been too bad, but getting the first couple cards in Archives takes a little bit. I'm also concerned about ICE choices moving forward, as well as whether or not I should keep Hostile Infrastructure and some of the traps in the deck. So far in playtesting the deck has gone 3-3, losing to very fast, aggressive Runners. I might drop down to 54 cards to make consistency less of an issue, but I'm not sure what I'd cut out. Overall, the deck is at least fun to play (I highly doubt this will ever be a tier 1 identity) but any feedback is appreciated.

0 comments