[sg] Jinteki: Restoring Humanity v. 0.2

eryiming 8

After the first round of tests, Jinteki: Restoring Humanity seems by far the worst and clunkiest of the 4 corp IDs in System Gateway, and so deserves the most deckbuilding attention.

Rationale for changes in this iteration:

  • Cut Urtica Cipher, Clearinghouse:

    Urtica Cipher is bad and/or hard to use. Even when it fires it's either in an already won game, or for 'value' - not much value at that in a format including Verbal Plasticity, T400 Memory Diamond, VRcation. It's even worse considering the hoops we have to jump through.

    Clearinghouse is much better, but costs a bunch of influence which is at a premium in a faction as weak as here. Seems like the value of Urtica Cipher is tied to the threat of Clearinghouse, and I don't think we can afford to play the latter in this deck.

    We're leaving a singleton Urtica Cipher for blowout potential and discard fodder for Jinteki: Restoring Humanity, esp. since showing the only copy to the runner in archives should influence their decisions at little cost to us.

    To add insult to injury, the Urtica Cipher + Clearinghouse suite feels much more at home in , where Weyland Consortium: Built to Last pays the least influence for the package and greatly appreciates advanceable assets.

  • Add Predictive Planogram

    Predictive Planogram seems like a decent card on its own, even without tag support (though we do run Pharos). At worst it's Beanstalk Royalties, and the draw mode is better than Anonymous Tip since we care about discarding to hand size in order to turn on Jinteki: Restoring Humanity's underwhelming and fickle ability.

  • Remodel ICE suite

    Code Gates in System Gateway, especially neutral and Jinteki ones (unluckily for us that's the faction we're dealing with here), become a joke against Buzzsaw. We need to hit 44 cards though and there's actually nothing else (not just ice) in Jinteki and neutral to put in, so they stay. Maybe they can overperform when not facing Buzzsaw, and either way they can serve as discard or overinstall fodder for Jinteki: Restoring Humanity.

    Karunā on the other hand is expensive to break (4 with Carmen) and on top of that is not that expensive to rez, so we need it to pull us through all stages of the game.

    Brân 1.0 is just a strong ice. We lack influence to run more of them and of Ansel 1.0, though the Pharos can be cut to allow for some wiggle room.

    Pharos is a lategame powerhouse whose only weakness is viri, but Botulus and Tranquilizer also like Karunā and Brân 1.0 so we might just be able to keep Pharos chugging along and locking out a server.

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