One Point to Rule Them All

GPWK 142

My take on an Iceless Jinteki Shell Game. With 19 agendas in the deck you can IAA on any given turn. If the Runner runs it, they'll take the net damage from PE, if they don't, they'll take the net damage when I decide to score it. If the runner is too spooked by ambushes to run, you can set up a chain of scores that might be enough to flatline them outright. No proof that this will ever work, but I feel like it'll be fun to try.

7 comments
11 May 2014 wswan

This is definitely worth trying out.

11 May 2014 mike_kennedy

Surprised you don't have Trick of Light here. Seems like that would be useful in a shell game deck.

11 May 2014 GPWK

I seriously considered it. I couldn't decide what to slot out for it. My other option is to include a pair of Unorthodox Predictions and bump the max deck size up to 54, giving me 3 slots to play with. I decided to exclude that particular agenda as it makes ICE unbreakable, which seemed silly in an ICEless deck,

11 May 2014 theodorelogan

Keyhole=game over for you

11 May 2014 romanoSoprano

Silhoutte=game over just as hard

11 May 2014 Meristem

What about a couple of Neural EMPs to seal the deal?

11 May 2014 GPWK

As far as Keyhole or Silhouette, If I start building around one card that I /might/ play against, I'll never play anything fun or interesting.

I was considering EMPs though after playing it a few times.