Jinteki spirit v 1.1

haiku80 2

With the new 3/1 and 2/1 agendas now even Jinteki can do some Fast Advance, thanks to its better quality: fear.

A lot of traps and Trick of Light can help to create a situation that force the runner to run blind.

With Snare! as protection for HQ and Hokusai and some big ICE on R&D, you can concentrate on remote.

Still need some test and improvement.
Any criticism is welcome.
2 comments
18 Nov 2013 AsteriskCGY

I always feel Scorched is a weird call for Jinteki. On one hand, you can easily get a kill off a snare with it, given they have no time to recover afterwards. On the other hand, you lack other forms of trace, and otherwise its a big influence hit that's rarely used. 3 Neural EMP is a better kill option, but that card count is also a tough call.

My Jinteki deck only has 2 advancable traps, and I think that is going to be riskier than low ice count. If they both get lost to R&D then that makes the remotes an easier hit. With 3 Junebugs you are better guarenteed at least a ToL battery and a Trap.

18 Nov 2013 araksna

Few words about "Snare". It protects HD from your hand (as intented for HQ) 'cause you cannot install asset on central server. I imagine you mean that. Good deck, I'm going to try it as soon as 2second thoughts" will be avaible in Italy.