Runners; the next Dumb Terminals

seeds34 38

I've been running some variance of this deck since Chrome City came out, I've not looked deeply but I expect it’s just like a lot of the other Cybernetics Division: Humanity Upgraded decks on the site. I’ve been having a lot of run with the deck, it’s really my answer to not being able to play a tricksy Jinteki deck (I share a card pool). I find it can win (or loose) quite quickly, to the extent that in one game recently I was able to do a scored win by advancing behind a quick sand (now removed)

I don’t think there’s much I need to say about the deck, it has a selection of recursion to allow you to pull back traps, econ, Neural EMP but mainly Mushin No Shin. An over advance Project Vitruvius can be useful to spam out Neural EMP on a low card runner.

The Future is Now is a recent add (swapped it for a Self-Destruct Chips) at seems to give some use. Another recent edition is Enforcer 1.0, he’s not really had any game time yet some I’m not sure if he will be of any help.

The weakest point of the deck seems to be R&D, a good R&D dig can destroy the deck. I’ve improved the chances of servability by adding a couple of snares and changing the agenda suite (removed 2x Priority Requisition).

All in all as I’ve said it’s a fun deck; it’s done/doing me well. I’ve taken it to a tournament and its done better then I expect and I enjoyed it (the last to tournaments I did not enjoy playing my corp decks). Last thing I’ve got to say is, best first turn. Shuffle 3 cards, Mushin No Shin one, advance again and smile while handing the turn to the runner.

As always thanks for reading.

-Seeds34

2 comments
9 Oct 2015 FarCryFromHuman

Is there any reason not to go up to 44 cards?

9 Oct 2015 seeds34

Mainly wanted to keep it close to 40 to take advantage of the 40 card minimum. To be honest I have found that it keeps going between 40 and 44 as I find other things to try out. Cheers for the comment.