Last year, I had a thread about a Tennin institute deck that I had played to significant success, taking me to the top 16 of Canadian nationals and only dropping a single game. The metagame shifted, and the deck stopped being competitive. But I still remembered it fondly, and with the rise of DLR decks, plus the addition of assassin, I think it’s time may have swung around again. Here’s the list, which I’ve been tweaking for the last few days.
Tennin Institute
Agenda (9)
3x Medical Breakthrough
3x Nisei MK II
1x Philotic Entanglement
2x The Future Perfect
Asset (3)
3x Jackson Howard •••
Upgrade (6)
3x Caprice Nisei
3x Crisium Grid •••
Operation (12)
3x Celebrity Gift
3x Hedge Fund
1x Interns
1x Medical Research Fundraiser
2x Successful Demonstration ••
2x Trick of Light
Barrier (6)
2x Ashigaru
3x Eli 1.0 •••
1x Himitsu-Bako
Code Gate (7)
2x Enigma
1x Inazuma
2x Wormhole ••••
2x Yagura
Sentry (6)
2x Assassin
3x Pup
1x Susanoo-No-Mikoto
What makes this deck well positioned right now is that you can happily play a full 3 crisium grids, and have them be great in any matchup. They turn off siphon, maker’s eye, and even security testing on archives, but even better they let you keep firing your ID ability even if they can get in. Just plunking one on archives early game is good for a few free advancements. This deck also uses successful demonstration very well, since your opponent is incentivized to facecheck early to turn off your ID ability, letting you often cash them in early.
Your gameplan is to shore up centrals with taxing ice like eli, pup, yagura, and so on in the early game, and accumulate some free tokens and build a bank. Then you build a remote using the heavy hitters like ashigaru and wormhole, plus a caprice, and start playing a never advance game. One of the benefits of this deck is that, while it can grind out long games very nicely, the burst econ lets it play a more rush-based strategy as well, and this flexibility is key. From there, the proven strength of Nisei Mk II, future perfect, and caprice help smooth your path to victory.
It might look as if this deck doesn’t have a lot to do with the advancement counters it accumulates, but this is deceptive. If you use a single trick of light in the game, that’s the equivalent of a biotic labour+ 2 credits to advance for 1 cred- a saving of 5 credits. If you advance a wormhole 2, that’s another 6 credits. If you score out a Nisei with the ability, its another biotic+advance, for 4 credits. It’s easy to generate 10-16 credits of value in the course of a game, comparable to ETF.
Now, I’m not sure this is the optimal list. In particular I’m conflicted about the agenda suite. I’ve considered replacing medical breakthrough with NAPD, or even going to 3 future perfect, 1 global food, 1 philotic, 3 Nisei Mk II, to save a slot. More testing needed there. I’d also love to fit a fast track to help you rush against DLR decks, or just find a Nisei when you have a scoring window. The ice count may seem high, but you need a lot of ice early, since you want ice on all three centrals plus a 2 ice remote as soon as possible.
So if DLR is getting you down, give this deck a whirl. IMHO I think this deck is a solid tier 2 deck, and with the right tweaks for the right metagame could be tier 1.5. It’s also blast to play- very decision intensive, and it relies on your ability to detect subtle scoring windows and go for them. Any feedback or thoughts very much appreciated.