Yesterday I was reviewing the upcoming spoilers page, and took another look at Jinteki Biotech. When this ID was first spoiled, I was underwhelmed–it seemed underpowered and quite hard to build a deck that could make use of all three potential sides of the ID.
After thinking for a while, I started to get excited about it. Here are some of my thoughts:
The Tank (flip the card to shuffle archives back into R&D): I think we’ve all been hosed by Noise before, and likely you’ve been Keyholed to death by MaxX or Reina or maybe Valencia. This version of the ID essentially blanks that game plan. Pesky Keyhole Anarchs will have to find another plan of attack. Noise, I’m sorry, there’s nothing I can do for you here. Also, eat my Snares! and Shocks! over and over.
I don’t think you’d choose this version of the ID against Shapers or Criminals—there are better options, such as:
The Greenhouse (three clicks to advance a card up to four times): This is the most fun one and the version you build most around, I think. Possibly best to use against Shapers. I think you play 2, maybe even 3 Biotic Labors in this ID. Firstly, you can score 4/2s without advancing them at all. Drop a card in a remote server (hopefully with Caprice) and play your standard Jinteki mind games. Snare, Psychic Field, or agenda?
With a Biotic Labor in hand, you can drop an unadvanced Future Perfect in the remote and score it your next turn for a total of 4 creds.
There are also lots of other things to do with this—advancing Ronins, of course (have one sitting out on the table unchecked and with a Biotic Labor, kill an unfortunate runner not playing wisely against Jinteki). Or +4 STR to your Ice Walls for 3 clicks and 0 credits, charging up your Tricks of Light. I think ToL and Caprice are your best options in this ID for scoring agendas.
The Brewery (three clicks to do 2 net damage): I think this might be best against Criminals. They don’t run recursion usually, and you can wear them down over the course of the game with your Snares! and this power. Also snipe key early programs and events. I don’t think you’ll often find that you kill people solely with this power, but it seems like it could really wear a runner out. Great against 40 card runners as well.
Anyone else excited for this one? What are some other plays you can think of?