I like these ID threads and Mti has such an interesting ability I’m curious where other people want to take it. I don’t have any lists to share yet, in fact I’m starting this because I can’t find anything I’m happy with, but I can start a high level discussion on what the ID does. I see basically three routes to take with Mti: asset spam, mushin/traps, and rush. No matter what you do, there’s already a Jinteki ID that’s viable in the archetype (Industrial Genomics, Personal Evolution, Palana Foods) so Mti needs to justify itself.
A lot of the initial discussion around Mti has focused on asset spam because the ID ability allows you to pseudo “protect” all your remote servers at once with ICE in hand. Runners are disincentivized from checking facedown remotes and you have more flexibility in choosing which ones to protect since it doesn’t have to happen ahead of time but rather during a run.
Asset spam decks tend to win by either fast advance or kill. Fast advance is a bit tricky because the best option in faction is Political Dealings which I’ve played with quite a bit and find to be lesser than other factions’ options, but kill is suitable given the faction’s strengths. The most powerful assets tend to be the political ones and Mti has some cool ways of protecting them: you can still ICE them to force an encounter (the runner doesn’t have to trash the political anymore but that might be worth a DNA Tracker encounter) or you can use Himitsu-Bako to gear check (using its paid ability to return to hand before your turn begins).
The tension with asset spam is that you don’t have deck slots for a lot of ICE, so your ID doesn’t fire consistently, and even the nastiest Jinteki face checks (Komainu, Cortex Lock) don’t necessarily advance your game plan. Runners, particularly Anarchs with I’ve Had Worse, can risk net damage if it means suppressing your board state at a critical juncture.
These decks will look similar to the asset spam ones to some extent, relying on damage assets like Ronin and/or Bioethics as win conditions. My rationale on why this is a compelling choice is that runners are doubly dissuaded from checking your remotes since there are two unknowns: will Mti ICE it? and is it a trap? This indecision makes it easier to develop kill components onto the board. These decks have the same slot problems as asset spam; with all the traps, Mushins, kill cards, etc. you have little room for ICE.
Mti can theoretically score a 5/3 turn 2: IAA turn one, if the runner contests use Vanilla to ETR, finish scoring turn two. That’s an unlikely scenario but the ID is set up to score very early. IAA shenanigans with NGO Front, Bio Vault, Nisei Mark II, etc. is easier with the ability to drop a gear check in front of them if contested. In rush games, clicks are the limiting factor more than credits so Mti’s ability to save a click on install becomes more valuable. The “ghost ICE” protecting all your remotes also makes never advance more potent and lets you sneak Rashidas onto the board where they might not be checked for fear of a nasty ICE. Lastly, Shipment from Tennin is particularly difficult for some runners to turn off since they may not have Strike or be ready to run and risk an ICE encounter, whereas against most other corps hitting a safe server is trivial in the early to mid game.
cool Mti things
Just some observations:
- you can trigger Mti on your turn with every rules lawyer’s favorite card An Offer You Can’t Refuse
- Sadaka (and trap ICE generally) are awesome in Mti
- the install cost savings is helpful for rush or glacier builds
- you’re a little better at using positional ICE because you can install to the base of a server, e.g. Trypano trashing the Komainu behind an Inazuma is less of a concern
- you have to have a plan for Employee Strike
- SMC and the conspiracy breakers let runners play around your ability to some extent but Criminals don’t have tools for on-demand access to breakers (RIP Savoir-faire)