1000 Cuts

theonegunslinger 1

Idea is to do a lot of 1 net damage to trigger Potential Unleashed and try and disrupt the runners ability to get the needed cards as well as flat-line them in the end, seems like it might be too many cards in it at the moment and would love some comments of what to cut or add

1 comments
26 Oct 2016 leachrode

So this is a cool concept, but there are a few pretty obvious things that should be improved on. 64 cards is way way too many, you're going to have a very inconsistent experience seeing the cards you need to see and with the sheer number of agendas you need to run to reach 26 points combined with the thickness of the deck there's a very real chance you either see none, or the runner pulls 3 or 4 off r&d very quickly. You've also got very little in the way of money (only 3 hedge 3 med research to rez ICE with an average rez cost of 4.5 + advance agendas + rez and advance a lot of traps is nowhere near enough. You're going to spend a lot of time clicking for card draws and credits which isn't helping you.

One final thing you haven't done is spend any of your influence, you've got 12 points to import cards from other factions to shore up gaps in the Jinteki game plan and using that well is critical to success.

I haven't got time right now to go through suggested cuts but I'd suggest you look at other decks that try to do something similar and see how they solve the same problems. For example, check out this list which is trying to do something similar but is quite a bit tighter card wise, the import of Sweeps Week solves some of the money issues along with the PAD Campaigns (which in turn synergise well with Hostile Infrastructure). Ark Lockdown is perfect in Jinteki:PU because if you can mill their fracter then remove it from the game before they recur it you might just be able to score out behind a wall of static. You'll also notice there are generally way less ways of doing damage, but way more money to consistently land that damage which should work out better in the long run.

One last point, if you are going to stick with the "all the net damage in the universe" game plan which I admire, at least consider Psychic Field, it's huge with PU because it can wipe out their whole hand and the same number of cards from their deck which can be up to 25% of their starting deck size. Combined with Ark Lockdown it's absolutely back breaking and can just win games.