Blacklist RP Testing List

Jinteki Replicating Perfection

15 influence spent (max 15, available 0)
20 agenda points (between 20 and 21)
49 cards (min 45)
Cards up to Breaker Bay
Agenda (9)
Asset (10)
Event ()
Hardware ()
Operation (8)
Resource ()
Upgrade (3)
Barrier (6)
2x Eli 1.0 ●●
2x Fire Wall ●●●●
1x Wraparound
Code Gate (6)
2x Tollbooth ●●●●
Icebreaker ()
Multi ()
Other (1)
Program ()
Sentry (6)
Legality (show more)
Standard Ban List 25.08 (latest)
Standard Ban List 25.04 (active)
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Brototurret 576

Just an idea that I'm throwing around and going to test soon. I have a regionals coming up next month , and I'd like to solidify my corp choice. If this doesn't do what I want it to do , I'm just going to default to Blue Sun (as I still think it's a very strong corp to play).

What do I want the deck to do ? Well... win. But through the standard RP game of taxing and time wasting. I feel that the inclusion of Blacklist is key to some matchups (Shaper anything , MaxX , Headlock Reina w/chips etc). It really helps slow those decks down , and gives them a target that they must deal with that isn't an agenda.

Notable inclusions :

1x Snatch and Grab : This deck should be somewhat flush with money when it needs to be. If the runner is trying to leverage a Kati and play passively to deal with my servers (waiting for me to make a play for an agenda) , Snatch can deal with that out of nowhere. 1 of is fine. I should only need to fire it off once anyways , and there are some matchups that I won't want to see it at all.

1x Susanoo : Helps fire off a crick if need be. A 7 Str sentry that effectively reads "end the run" is nothing to sneeze at either. Bonus for Excalibur on archives. Susanoo gives me some flexibility. It's costly though , but once it's up , it's up and the runner needs to deal with this. Sadly , femme eats this alive so I've opted for a 1 of.

1x Wraparound : Helps with eater , but gets shut off along with the rest of the single sub low end barriers. Still good though. 1 of because of Immolation Script.

My ice choices are rather sound and normal (minus the notable ones I previously mentioned). Everything has a purpose , be it taxing or useful subs that I'll only need to have fire once. I will say that once Quicksand comes out , I'll be running two of those over Eli 1.0. Quicksand is really solid , as you can put it on the outermost of a central and still get a useful effect off of it. If the runner wants to bounce off of it to get to an unprotected Sundew/MHC , by all means do so. Once that quicksand gets to 4+str , it'll be worth the tax on RnD/HQ. I can see quicksand reasonably getting up to 6str per game though.

I'll post up how this deck tests out soon !

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