Jinteki Modernism v1.0

nbove 19

This deck is my attempt at a Jinteki interpretation of the Supermodernism archetype.

The general principle remains the same. Bully the runner into running slowly through a credible flatline threat. Exploit a slow runner by advancing agendas out, exploit a reckless runner through a flatline. However, there are two main advantages I find in the Jinteki variation.

1) ICE can threaten a flatline. Supermodernism ice typically is not very threatening outside of archer. The Jinteki ice is generally a lot more damaging and distruptive. A Chum+Komainu can end a careless runner. Though this rarely happens in practice the net effect is that unrezed ice is very threatening. Even after getting a sentry breaker, Inazuma keeps the threat alive until the runner has a full breaker suite.

2) All agendas are self defending. One of the weaknesses of Supermodernism is leaking early points out of R&D through a series of lucky/unlucky accesses. While it is still possible for the Jinteki version to leak points, every agenda stolen is taxing to the runner and serves as a deterrent to further runs. Multi-access (which is quite popular in today's meta with Legwork and Maker's Eye) is also quite dangerous against this deck and can easily lead to a flatline.

Some notable synergies present:

ID + Punitive Counterstrike + Neural EMP can turn a stolen agenda (especially a Fetal AI) into a flatline with very little credits.

Chump + Pup is excellent defense for very little money.

Komainu is a rockstar in this deck. Relatively cheap to rez, very taxing to break, very disruptive/dangerous if unbroken.

2 comments
13 Jun 2014 PeekaySK

The Supermodernism concept doesn't translate well (or, rather, at all) for one simple reason: in that deck, pretty much all your agendas are economy cards. This allows you to get away with both playing fewer actual econ cards than you'd need otherwise, and gain tempo by scoring, instead of losing it. That's a super-important part of the concept that your writeup (and decklist) is missing.

Another big part of Supermodernism is the program trashing threat, of which you don't run any. This means that once your ICE gets turned off by breakers, it simply stays off.

The "self-defending agendas" are a bit of a trap. First, they don't really play with the rest of the deck (you're taxing the runner for cards, not credits). Second, you end up with agendas that are really hard to score, and no proper support for actually scoring them (no Hokusai, no Caprice).

If you really want to translate Supermodernism into Jinteki, here's what I'd try:

  • Ditch the Punitive aspect. You already have a flatline threat (like, your corporation :P), you don't need a second one
  • Play around with the agenda composition. At the very least, I'd expect Profiteering and Corporate War, for reasons mentioned above
  • Fit in a program trash aspect somehow. RSVPs should probably be Archers, or at least Ichis. Add a bunch of Inazumas to further enable them. Consider a Grim or two
  • Fit in a third Neural EMP. Against a decent opponent, that card is useless singleton, you usually need at least two in hand - sometimes all three.
  • More Econ! I would actually consider Medical Research Fundraiser here - you're not really taxing the runner for money, you're taxing them for cards. You don't need three Subliminal Messaging, two is plenty.
  • You almost certainly shouldn't be running Snare!, for three reasons: a) you have no way of profiting from the tag b) your economy won't be able to support them firing c) you have no Jacksons to shuffle them back in
14 Jun 2014 nbove

@PeekaySK Thanks a bunch for the constructive criticism! I really appreciate it. This is deck concept is still very much in it's infancy and there is certainly room for improvement. However, I suspect that some of the preconceptions about the ice and agenda composition may be slightly off as they have their roots in a traditional Modernism deck (and rightly so, seeing as how I labeled it as such!). I will do my best to address the points you brought up.

The Supermodernism concept doesn't translate well (or, rather, at all) for one simple reason: in that deck, pretty much all your agendas are economy cards. This allows you to get away with both playing fewer actual econ cards than you'd need otherwise, and gain tempo by scoring, instead of losing it.

You are correct, this deck will be forced to run more economy cards in order to achieve a similar level of economy. However, with this deck runs 9 agendas instead of the 12-13 of a traditional Modernism. Those extra deck slots are devoted to economy, specifically, 3x Celebrity Gift.

In my testing I have found that 3x Celebrity Gift gives roughly the same economic boon as would be derived from the agenda composition of a traditional Modernism deck. With the added benefit that the Celebrity Gift cannot be stolen from the deck and thus is a more reliable source of income. Additionally, if a runner does manage to put your account in the dirt, it is a lot easier to stand back up if you have a Celebrity Gift compared to a Geothermal Fracking.

Another big part of Supermodernism is the program trashing threat, of which you don't run any. This means that once your ICE gets turned off by breakers, it simply stays off.

Traditional Modernism has almost exclusively cheap end the run ice with a few Archers and Grims splashed in for program destruction. This forces gear checks on the runner, then uses the program destruction to force them to gear up again, thus slowing the runner down. Morningstar + Yog + a couple sharpshooters/faeries completely wrecks the entire Modernism ice suite. That is why they need the program destruction. They HAVE to snipe those programs otherwise their ice, as you said, "turns off".

It is not the same for this deck. There is no way to "turn off" the ice, since breaking it is what I'm expecting the runner to do. There is no combination of breakers that makes the ice irrelevant. Chum, Ichi, Tsurugi, Komainu, Inazuma, these are expensive to break and not very expensive to rez. When combined with the fact that the runner is forced to spend money in order to steal agendas and the fact that their hand is getting hit via Punitive Counterstrike, Neural Emp, Snare, Shock, Fetal AI, and ID, the runner is under very heavy taxation. They are forced to run slowly since running fast will simply result in a flatline. Unlike traditional Modernism, the Jinteki R&D is very durable, this is one of the major strengths of the deck.

The "self-defending agendas" are a bit of a trap. First, they don't really play with the rest of the deck (you're taxing the runner for cards, not credits). Second, you end up with agendas that are really hard to score, and no proper support for actually scoring them (no Hokusai, no Caprice).

I have to disagree with the sentiment that this deck does not tax the runner in credits, in fact, I would say that is one thing this deck excels at. The main point of the deck is to tax the runner as heavily as possible while creating a legitimate flatline threat combined with a robust economy capable of advancing out agendas quickly. The ice is the primary economic tax to the runner, the agendas serve as additional taxation. However, you bring up a valid point in Hokusai and Caprice. They are both very strong cards in their own right and have tremendous synergy in this deck.

Ditch the Punitive aspect. You already have a flatline threat (like, your corporation :P), you don't need a second one

Fit in a third Neural EMP. Against a decent opponent, that card is useless singleton, you usually need at least two in hand - sometimes all three.

Perhaps you are right. In my testing PC was either bonkers strong, or completely useless. It is very binary and somewhat situational. Against opponents who are unfamiliar with this deck, and do not put down a plascrete, it is incredibly powerful and can easily win games. However, I suspect that an opponent who is familiar with this deck will simply put out a plascrete early and turn pretty much all of my PCs into dead cards and wasted influence. Currently I use Neural EMPs as a way to extend the reach of my PC. However, against a savvy runner having just 2x of Neural EMP would end up being a liability. I may end up dropping both PC and Neural EMP entirely. I will have to do some testing with just 3x Neural EMP and see how it plays.

Fit in a program trash aspect somehow. RSVPs should probably be Archers, or at least Ichis. Add a bunch of Inazumas to further enable them. Consider a Grim or two

I think Archer and Grim have no place in this deck. In a very early version of this deck I ran 2x archer. It got rezzed exactly 0 times. This deck doens't have agendas it can easily throw away into an Archer, and a shutdown on one is just devestating. As for Grim, I experimented with that ice too, the bad publicity was too painful. The single destroyed program usually wasn't worth giving up the bad pub. In a deck that has lots of end the run ice, bad publicity really doesn't matter. If I just sniped your barrier breaker, who cares how much bad publicity I have? The point is to keep disrupting the runner and prevent them from getting to Stage 3.

That is not this deck. The ice in this deck is porous, but taxing. In a deck that seeks to tax the runner, bad publicity is to be avoided like the plague. I do like Ichi though. Not only can he be disruptive to the runner's rig, he is quite taxing even after you have the proper breaker. He seems like the perfect compliment to this deck. You have convinced me to make room for another one.

Perhaps the RSVPs could be substituted for Tollbooths. Torch gets through RSVP for 1, but has to pay 5 against Tollbooth. Furthermore, Yog breaks RSVP for 1 sucker counter, but has to pay 2 suckers and 3 credits against Tollbooth. I think that has me convinced to swap the RSVPs for Tollbooths.

Play around with the agenda composition. At the very least, I'd expect Profiteering and Corporate War, for reasons mentioned above

More Econ! I would actually consider Medical Research Fundraiser here - you're not really taxing the runner for money, you're taxing them for cards. You don't need three Subliminal Messaging, two is plenty.

I think the agenda composition is quite solid. I tested Profiteering, but the bad publicity completely wrecked the deck. I had a version with 3x Shi.Kyu, 3x House of Knives, and 1x Philotic Entanglement. It was interesting, but it felt too high variance to me. If the Philotic got sniped, then the rest of the cards ended up feeling like dead weight. Why bother wasting a scoring window to score a House of Knives when I can use it to score a Future Perfect instead?

As for econ, I think finding a way to fit 3x Restructure in the deck has merit. I would hesitate to include MRF since I think a big selling point of this deck is it's economic tax. Maybe Mushin No Shin has a place here not as a mind game card but strictly as an economic tempo play. Spending 4 clicks + 2 credits to score a Future Perfect isn't nearly as big of a tempo hit as spending 6 clicks + 5 credits.

You almost certainly shouldn't be running Snare!, for three reasons: a) you have no way of profiting from the tag b) your economy won't be able to support them firing c) you have no Jacksons to shuffle them back in

a) Tag punishment is something this deck is sorely lacking. I suspect that after I drop the Punitive Counterstrikes I will try putting in 2x Closed Accounts and 1x Scorched Earth. Cerebral Casts also seems quite strong in a deck with those cards in it. b) I think the economy is stronger than you are giving it credit for. Once I find room for the restructures, I say it is roughly on par with a typical Modernism deck. c) In my testing I found this deck to be a bit too fast for old Action Jackson. I am often trying to win by turn 12-15 or so. While this certainly isn't as blisteringly fast as a NBN FA deck, it is still quite quick. Jackson just ended up feeling like he was in the way most of the time.

If you managed to read all the way down to here please accept my sincere apology for the wall of text. Thanks again for the feedback, and keep on the lookout for Jinteki Modernism v2.0!