Chronos Protocol is my favorite of the jinteki IDs, because it lends itself to a playstyle that is pretty unique: Hand disruption. Regular Jinteki is more about taxing the runner for clicks for cards, and as a side-effect you might get to get lucky and snipe a card. In Chronos Protocol, you are in control of what the runner can and cannot do. The nearest neighbour is in NBN, but they're not as assertive as Chronos Protocol is about this stratagem.
This deck has been performing quite well, so I want to share it with you. I mourn the loss of Shock!, but before Chronos Protocol itself rotates, we at least get to enjoy the new toys that we have received in the latest cycles.
The crux of the deck is ensuring that the runner will have their grip scanned for any problematic cards if they dare to run. If they do: Great, I now get to strip their hand of any problematic cards. If they don't: Also great. Now I get to just score a 3/5 or a house of knives and threaten to score out soon after.
The agenda suite is 5 three-pointers, 1 two-pointer and 3 one-pointers. This is great spread of agendas. They are pretty unlikely to get to score a second 3 pointer if they get one already, and will need to score 4 agendas if they do not find another 3 pointer. Add to this that I will pretty likely get to score one three pointer early unless if the runner wants to risk getting burned pretty badly. The agendas themselves are selected on utility with my identity like house of knives, economy or difficulty to steal. I ran The Future Perfect for a while, but I found myself too poor to really defend it properly, especially against economy denial strategies.
My assets are tailored to disguise themselves as three-point agendas. NGO Front and Gene Splicer are the reason I gave this ID another chance. Gene splicer in Chronos protocol is always good, no matter what when advanced. It has been invaluable to have access to another agenda point that cannot be stolen.
The operations are the standard affair of money cards together with targeted marketing, which is here just to tempt players into not finding or playing the right breaker. This also gives a glimpse into the long-game plan. Despite me slowing the runner down, they will get their rig up and running eventually. I plan to knock them back down with Marcus Batty or the surprise Aggressive Secretary, or play into Obokata Protocol behind enough layers of damage. When I do manage to snipe a paperclip, the Ark Lockdown will finish the job, frequently locking the runner out for good.
The ice is selected to be costly and very punitive. Susanoo-no-Mikoto is here because it is silly expensive to even consider breaking it with the heap killer, MKultra.
I'm not here to kill runners, but slow them down sufficiently. Mausolus is the cheapest and best way to attack them in two different vectors, and it is delightfully immune to the new Kongomato and its ilk.
I don't see anyone play Mimic anymore, and exploit this with the Cobra and Chrysalis.
The big weakness I still encounter are the decks that bypass my ice and net damage prevention cards combined with Magnum Opus to pay the gold price. Still, Neither type of card are too common, with damage prevention being a one-off, and sometimes not even that.