True Harmony

Zetan 151

Jinteki has a reputation for being a rather brutal corporation. When they detect an intruder, they send their Neural Katanas and try to catch the intruder in a Snare! And of course, that is well within their rights.

However, at Harmony Medtech, we do things a little differently. Why is it that runners run? We believe it is a cry for help. When they come into our servers with Killers, they will be rather disappointed; we do not use Sentries at all. Rather than try to harm runners, we invite them to visit our Mental Health Clinic. We throw Medical Research Fundraisers to try and aid those in need.

We only seek to improve the world. The faster we can do so, the better. Yes, we do use clone labor in order to speed up the process, but our Clone Retirement program ensures they have a relaxing future ahead of them after all their hard work helping humanity. If we cannot achieve our goals in a timely manner, we have plans to invest heavily in NBN's SanSan City Grid technology to help us finish what we started.

(I wanted to see what a Jinteki deck that's incapable of doing damage would look like. I haven't tested this, but I'd like to. The only problem I forsee with this deck is that it relies on the element of surprise; once an opponent has played you a couple times and realizes that there's nothing dangerous to be afraid of, it's going to be a lot harder to keep them out.)

3 comments
10 Aug 2014 Oneiro

As you mentioned above this deck seems to rely a bit too much on surprise and a runner who fears all those little jinteki tricks. There are a few things i would definitely change.

You should include at least one sentry-ice, so even a runner who knows what he is facing, should have to grab his killer. A good choice would be guard, because it still goes with the theme of not harming the runner, and is also a solid early etr ice, which even protects you against inside jobs.

I would probably also remove those one pointers, because they make your agenda density way too high and that way an RnD-lock will probably immediately lead to a loss. Maybe you find room for one or two mushin-no-shins. Although i feel that this card is pretty useless in most decks, it rely helps medtech rush/ fast advance decks click- and economy wise and synergizes well with ToL and SanSan.

I am also missing J.Howie in this deck. There is absolutely no way to deal with an agenda flooded hand right now and because one fourth of your deck consists of agendas the odds are pretty high that you will see more than one agenda inside of your starting hand.

Hope that helps :)

10 Aug 2014 Oneiro

oh, and inazuma doesn't fit either With so few ice it will be too hard to set up and because you only have to types of ice the runner will probably already have his decoder and fracter out by the time you get to use inazuma. Later in the game it might help to taxe the runner. But in my experience there isn't even a "later in the game" with this type of medtech deck - you either win or loose pretty fast. ;)

11 Aug 2014 Zetan

Thanks for the tips. :) I was actually thinking of putting Guard in. You might be right; it's good for the repeat game. I've played a similar deck (just in NBN) and I find I'm usually able to win before R&D lock happens, so agenda density isn't an issue. That's why I'm at 40 cards instead of 44. I don't know if the same will be true of this deck or not, but I'd like to try it with the 1-pointers included.

You're absolutely right about Jackson Howard; I don't know why I forgot about him. I can drop those Ice Walls and use that influence on him without much trouble.

I disagree about Inazuma. I don't think the setup is very hard (just put it in front of any smaller ICE, like Quandary). It's not there to keep them out for long (none of my ICE is) but it will limit their runs to once per turn at most. And if they're devoting their resources to that, they're not focused on preparing for future things. Again, I'd have to play it to be sure, but I think it will work better than you expect.