Jinteki Murder All Runners 1.0

victorvonshroom 33

I'm working on a kill deck via net damage and this is my working proto. I've had some success so far with but would love any critique.

3 comments
11 Dec 2014 SlayerCNV
  1. Tsurugi >>>>>> Neural Katana

2.Why Chimera?

3.I don't like the 1x Rototurret

4.Poor econ at all. Sweeps Week is not always efficient.

11 Dec 2014 SlayerCNV

and then.... WHERE ARE HOUSE OF KNIVES?

11 Dec 2014 jbarket

Slayer definitely has solid points.

You need to be running 3x Hedge and 3x of some other econ card. Sweeps can be particularly good if you're playing in an Andy heavy meta. Celebrity Gift is also good. Exposing your hand full of traps seems bad, but when you show them a bunch of traps and install and double advance an agenda the next turn, they're going to be scared of running it. It's a mixed bag. Either way, 3x Hedge, 3x Celebrity Gift / Sweeps Week.

He's right on the agendas too. House of Knives is a must for a net damage deck. If they hit a Komainu and can't break it, House wins the game right there.

You also need to consider adjusting agendas because scoring them is what makes your opponent run your remotes and fall for your traps. If you don't put agenda pressure on them, they'll just hit R&D over and over, and depending on them to kill themselves via multiaccess is a bad plan.

The Future Perfect is a great agenda for scoring a significant number of points, but you need to be able to quickly score it since it loses its psi game ability when it's installed. Mushin No Shin is a great way to get it out there quickly. I'd probably run another one of those.

Clone Retirement, False Lead and NAPD Contract all have decent abilities, but they have a high level of effort to reward cost. In the same time that you score False Lead, you could score House of Knives (which is significantly better for what you want) or Gila Hands Arcology which gives you a little bit of econ.

But, the biggest thing I'd chance is that you're lacking traps/assets. Snare is a fantastic card, but you can't advance it without Mushin No Shin, so your opponent will quickly realize that it's just a trap if it's installed. Shock's best ability is that it works in Archives, but otherwise, you're just doing a single damage.

What you choose is entirely up to you, but there's a wide field... Psychic Field, Project Junebug, Cerebral Overwriter, Ronin, et cetera. Hitting any of these can put you into a position to flatline your opponent, or can be the card that kills them (Ronin).

Anyway, bottom line, I think your concept is fine. It just needs to be polished a bit. But definitely, absolutely, make sure you're always moving toward an agenda victory. It's that pressure that's going to cause your opponent to take risks, and if they get a little too wild against PE, they're going to get flatlined.