Custom laser engraved and cut wooden Jinteki: Potential Unleashed. Pretty pleased with the results, as this was my first time working with a Trotec laser engraver. Lots of stock vectors and some existing old design assets of mine combined to get to this end result. With correct influence number to boot*.
*The first version I lasered had 15 influence. Silly me.
A Long Rant and Mediocre Analysis of the Future of My Beloved Jinteki Faction, by scd.
I have been thinking about Jinteki and the impending rotation of a lot of Jinteki cards...
As many have, I eagerly anticipate the upcoming System Update and System Gateway releases from NISEI. I’ve not been the hugest fan of Ashes, to put it mildly, especially their ID design. As someone on the Green Level Clearance Discord said the other day (I forget who, sorry), it’s almost as if they made every Runner a different kind of Shaper. And the Corps are, by and large, uncompetitive and overly fiddly for my tastes — oh, how I wish Hyoubu Institute was any good! I’m dipping my toes back into Standard after a few years away, and have lately been trying to get my head around what’s coming around the corner, especially since beyond Engram Flush and LaCosta Grid, I don’t see a ton to be excited about in recent Jinteki cards.
Then it dawned on me, with the upcoming replacement of SC2019, Honor & Profit, and the SanSan Cycle, we are actually losing a lot of Jinteki cards. This hit me most the most at the level of identities. On the potential chopping block are: Jinteki: Personal Evolution, Jinteki: Replication Perfection, Harmony Medtech, Nisei Division, Tennin Institute, Jinteki Biotech, and Chronos Protocol. Add in that Mti Mwekundu and Jinteki: Potential Unleashed are currently banned, this leaves the competitive pool as of System Gateway/System Update: one of the above identities (if the rumors that System Update will have only one Corp ID per faction are true), the new Jinteki ID in System Gateway, then Pālanā Foods, AgInfusion, and Saraswati. No other legal Jinteki IDs. I understand that the first two are solid glacier choices, and I actually quite like Saraswati, but I want more and more variety.
So it’s a bit of a bummer for my favorite faction, which has had goofy FA Tennin decks, Punitive Medtech techs, Complete Image Chronos Protocol kill decks, lots and lots of different PE decks. Will we see the death of the Jinteki I loved? Or will it rise again from the proverbial coffin of rotation? (Yes, this was all an elaborate justification for using the old GIF above that I think Eric Caoili made many years ago).
I’m basically just sick of Jinteki glacier. It’s never been fun for me, nor does it feel like what the faction should be primarily “about.” Jinteki’s current state as a glacier faction primarily has as much to do with what’s been banned as much as what’s been printed (LaCosta, for instance). If there are enough net damage cards in the pool, someone will make yet another new version of the caustic “Potatoes” deck and then NISEI will ban a bunch of the most troublesome cards again. Ignoring currents, there are five Jinteki cards on the current banlist, which is tied with Weyland for the most — followed by four NBN cards, two HB cards, and four neutrals.
If System Update has only one Corp ID per faction, as the recent rumor has stated, then I’ll be bummed out. If it’s true, I fully expect that Personal Evolution will be the one to stick around. It’s always been at least marginally playable, it does something different (a net damage tax), and it’s intelligible for new players. But what other cards stick around? What else should stick around? I thought I’d look and see what cards are actually going to rotate and which ones I was most upset about. What I found was actually a little surprising to me — while I claim I love this faction, I’m, uh, not going to miss many of these! I’ve gone through below and identified from SC2019, Honor & Profit, and the SanSan Cycle all of the cards that I suspect just can’t go and/or I’d be real sad if they did.
From the pool of SC2019 Cards, here’s what I’d hold onto:
Jinteki: Personal Evolution
Nisei Mk II
Fetal AI
Philotic Entanglement
Project Junebug
Ronin
Snare!
Neural EMP
All of these are such key cards to me, I just can’t see Jinteki without nearly all of them. Fetal AI, Philotic and Ronin are possibly marginal, but I think NISEI really made the right call bringing Fetal back (t’s a beautiful card on a number of levels); Philotic being limited to 1-per-deck has always made it a fun surprise and/or a welcome 3/2 in the faction; and without Ronin or a suitable combo-kill replacement, I don’t see the faction moving beyond just glacier decks. Can you imagine Netrunner without Snare!? Or NISEI getting rid of Nisei Mk II? Personal Evolution, Neural EMP, Junebug — these have always been faction-defining cards to me, and I don’t see NISEI being foolish enough to mess with that.
So, what would I lose from SC2019?
Jinteki: Replicating Perfection
Sundew
Hokusai Grid
Celebrity Gift
Trick of Light
Himitsu-Bako
Wall of Thorns
Lotus Field
Yagura
Neural Katana
Swordsman
Tsurugi
A lot of great cards here, but push come to shove, I could lose any of them. I’ll miss all of these if they all go, and I won’t be sad if any are kept (other than maybe RP, as I think there are better options, if NISEI has more than one core Jinteki ID in System Update; see below).
Onward and on to the Honor & Profit Cards:
Psychic Field
Mushin No Shin
Komainu
This genuinely surprised me! I had expected that there would be many, many more Honor & Profit cards I’d want to keep. As a Jinteki lover, I’ve played with all of the cards in this box (with the possible exception of NeoTokyo Grid), but only Psychic Field, Mushin, and Komainu seemed obvious keepers to me. Now, now, I’m sure there’s some group of people out there who think Mushin is "bad” and I understand that, but without Mushin there needs to be something I want there to be something that has a similar effect — Saraswati is kinda it, but it’s also the ID itself and Mushin as an ID is not the same. I think Mushin needs to be kept to help facilitate the shell game Jinteki that has been a staple since Hinkes’ Cambridge PE. In the online play world of Jinteki.net, many people would love to see mind games and traps leave the game entirely, but I don’t think NISEI does (given that they kept Cerebral Overwriter in Uprising). Psychic Field, I’d keep, partially to facilitate this but also as a necessary, hard 419 counter — a counter on a mechanical vector that is not just about money and math. Komainu is a beautiful piece of ice, and one I’d love to see stay in the game.
So, what are we losing if I ruled NISEI?
Harmony Medtech
Nisei Division
Tennin Institute
House of Knives
Medical Breakthrough
The Future Perfect
Chairman Hiro
Mental Health Clinic
Shi.Kyū
Tenma Line
Cerebral Cast
Medical Research Fundraiser
Inazuma
Pup
Shiro
Susanoo-no-Mikoto
NeoTokyo Grid
Tori Hanzō
Ouch. There are a lot of almost-keepers here. House of Knives, TFP, Tennin, Pup, and Susanoo, are all cards I’d love to see stick around but frankly, I don’t think they really need to. TFP is a great defensive agenda but we already have some fantastic defensive agendas in the faction (and I’d love to see what NISEI cooks up for other defensive Jinteki 5/3s). House of Knives is a great card and maybe it should stick around, I dunno, but perhaps there’s more interesting space to explore in net-damaging 3/1s (plus, we just got Sting! somewhat recently). These remaining ice don’t get a lot of play, even if they once did (like Pup); I’d be happy to see any of them stick around, but I’d also like to see new ideas. So, they can all go.
What about the SanSan Cycle? I’d keep:
Jinteki Biotech: Life Imagined
Crick
Cortex Lock
Marcus Batty
An Offer You Can’t Refuse
Okay, whoa, there’s actually an ID in here! Yeah, I love Biotech, even if I haven’t played it in a long time. I feel like Biotech needed just another couple of cards to make the other non-Brewery flip sides workable. I’d love to see NISEI attempt to fix an ID rather than just rotate it. Crick and Cortex Lock seem like such solid, interesting ice that I wouldn’t want to lose either — Cortex Lock is of course a wonderful facechecking ice, good early game ice that was only really ever a problem during the Mti meta. I’ve always loved the positional ice of that cycle, and Crick is lovely. Batty is too fun to ignore and is versatile for multiple decks, and is not stifling like other defensive upgrades. And An Offer You Can’t Refuse — clearly the weirdest, least-played card of this entire post — I just want to keep it around, for the novelty of forcing a run on the Corp’s turn and its related rules confusions. And for the memes.
Not a lot here that I really care about, I guess? Genetics Pavilion is probably the one I’d miss the most, not that it’s had much play since Wyldside rotated. And Chronos Protocol — I’m glad it got a brief moment to shine in the sun of Complete Image, but I’m not going to miss it otherwise. Maybe Allele Repression, but frankly, Genotyping, Preemptive Action, etc. have shown that Operation-based card recycling is the best way to go post-Jackson. The rest of these cards were, I think, pretty mediocre design; I’m surprised at how little wheat to chaff there was in SanSan for Jinteki, as my memory is quite different!
And, of course, with the release of System Update, we’ll presumably get some other old cards resurfacing that we haven’t seen in a while. I certainly hope NISEI gets aggressive and interesting with these choices, as I think they did a pretty good job with SC2019 (even if I found Core Experience to be a slog of a format). I’m excited at the options of what from the original core, Genesis, Spin, and Lunar might resurface. If it were up to me, here are the four cards that I would bring back:
Hostile Infrastructure
Shock!
Edge of World
Industrial Genomics
Okay, okay, Hostile Infrastructure won’t be popular, but I love it. It’s expensive to rez and with SanSan gone there won’t be the old Breaker Bay Grid cheese to get it rezzed for free. It’s been back in the meta with Salvaged Memories for a bit now and doesn’t appear to be the scourge of the meta, so why not just keep it? More importantly, I’d love to see Shock! come back — it felt infinitely more fair than Breached Dome with a similar (albeit costlier to trash) effect. Edge of World was a jank-enabler that I would love to see again (perhaps because I’m currently playing Retrunner with these old cards again), and then there’s ... Industrial Genomics.
Okay, okay, okay, I hear you, “IG bad.” It’s a mean, mean, Bad People Play It™ identity that made you cry real bad that one time. It did the same to me once, too! I get that perspective, but if we are going to choose a Jinteki ID that is very functionally different than Personal Evolution to complement it in System Update, I’d like one that facilitates the kinds of play IG does. Biotech fits that bill, but frankly, Biotech unless it gets the card support will just be another Brewery kill ID, and I’m not sure NISEI are thinking that’s worth keeping. I’m being hopelessly optimistic that we’ll be getting three Jinteki IDs when System Gateway and Update drop rather than just two, and if I had to choose between Biotech and IG, I’m going IG every time.
Now, with Kakurenbo in the cardpool, a return of IG just can’t happen; so... ban Kakurenbo! It is a ridiculous card that was, seemingly, mainly designed for IG to play in Eternal. I can’t see any other good use for it, at least. Bring back the old IG from before Bio-Ethics prison. Bring back Shock! Hell, even go ahead and ban Bio-Ethics — gasp, I can’t believe I’m typing such blashemy — and give us something that can open up new kinds of play with this interesting, classic, and overly-maligned ID. Industrial Genomics was a weird thing of beauty, and it deserves another run. Laugh at me all you want, you know I’m right.
One more thing — what about Caprice Nisei? Shouldn’t she be discussed? Nah, she gets no love from me, simply because of the playstyle she empowers. Caprice is of course a great and meta-defining card — for glacier! But haven’t we had enough of glacier by now? Like, two years of mainly glacier Jinteki? And I’m the lord of my own barely-read blog fiefdom; I decree that if you really want a psi game to protect your agenda, you should just go play Hyoubu Precog Manifold.
Anyway, just some thoughts by someone who doesn’t play any Standard but wants to do more. I started writing this thinking it was about the dire state of Jinteki, but I’m now left thinking there’s actually a much smaller set of must-keep Jinteki cards than I initially thought. Granted, most of them are non-ice cards, and that’s a problem here — only a handful of ice here seem really necessary to keep. And maybe that’s what this is about; encouraging more deckbuilding that has little to do with building remotes.
I’m most concerned about IDs. Keeping PE and either Biotech or IG would make me personally happy, and Tennin would be an acceptable “sure, why not.” There’s a lot of potential for Jinteki to move into more forms of play that aren’t so glacier-heavy, and I’m hopeful about that. I do think what they do in System Gateway and System Update will need to address the loss of Jinteki cards, but perhaps not as seriously as I had feared when I started writing this.
Anyway, I’d love to hear any reactions to this. Long Live Chairman Hiro!
Sunday evening #Netrunner and #ToonCamera. Very close game; I went out to a big early lead, but ended up losing by 1 point. I think my Null/virus/Parasite deck may need some tweaking. Playing against #Jinteki is always harrowing. So much surprise damage-dealing capability! #bgg #boardgamegeek #androidnetrunner
It's an exciting time for Android: Netrunner. An entirely new way of playing the game is about to arrive. Possibly. Eventually. If they can find the boat.
Forthcoming "campaign expansion" Terminal Directive was this week reviewed by Shut Up & Sit Down's Quintin Smith. Quinns, who was for a while the most effective hype-man that Netrunner could have wished for, doesn't play any more. In his review he explains that this is due to various factors, some personal and some down to the game’s direction. But he also points to online play:
The game might have fared better ... if it weren’t for the growth of fan-made internet platforms that let people play Netrunner online. As these have gotten better and better, we get people playing Netrunner faster and faster, where testing some hot new deck is as simple as downloading a file.
When my friends and I started going to meet-ups, everyone in the scene was playing around five games a week, which means the refinement of our decks was a magical, personal process. Today, when you and your friends can test the same deck six or seven times a night, with no tedious sleeving and unsleeving cards, you end up with brutal decks that are more science than art.
So, then: jinteki.net.
The first thing anybody that plays Netrunner says about Netrunner is: "It's amazing, you should play it, do you want to play it, let's play it now.” Then, after a short and confusing game that ends for some unclear reason, they confess: "It's a complete bastard to learn.” Some games have a learning curve; Netrunner has a learning wall that disappears up into the clouds and hurts as you scramble up and then fall down, again and again.
Which is fine. Fun, even. (Part of the reason I started playing Netrunner was as a challenge: here is a complicated thing, can I get the hang of it?) But it can also be quite dispiriting, particularly when you get a short way up the wall, start to feel pretty good about how things are going, and then look up and see that the top is still not in view, and that the clouds you've just broken through were hiding ... more wall, and more clouds.
The only way up that wall is to play Netrunner, over and over. SU&SD are almost certainly correct to note the accelerant effect that j.net has on the competitive game, but for those just coming to the game that same acceleration is much more benign. It might even be crucial.
Personally speaking, I’m exceptionally lucky. I have no kids or other dependants, and I have a reasonable amount of free time. I live in London, which as a city has its problems but as a Netrunner meta is full of lovely people who really want to blow up your house. Which all means that I can play Netrunner one or two evenings a week, and go along to tournaments every other weekend or so if I'm feeling ambitious. This is, I think, a pretty decent amount of Netrunner to be playing.
Yet even in that exceptionally privileged position, the ability to squeeze a couple of games into a lunch break, or a slow Sunday morning, made the process of getting acquainted with all the crunchy, basic, functional stuff much quicker and much more flexible. And Netrunner has loads of that stuff. I have, after about a year of playing online and off, achieved the giddy heights of barely-informed, fumbling mediocrity. If I'd just been playing off-, I wouldn't even be able to say that.
(It should also be noted Netrunner now isn’t just more complicated than it was when it was just a core set; it’s also straightforwardly bigger. About a thousand cards now. And so the ability to do more learning through j.net has, usefully and symbiotically, evolved in step with the need to learn more.)
Perhaps more importantly, jinteki.net also means that the game can exist for those people who don't inhabit a scorch-happy London, or have logistical or personal reasons that prevent them from tripping along to the pub on Tuesday. At Reading's BABW qualifier I played a game against somebody from Yukon, Canada, near the Alaskan border, who happened to be in London on holiday. His local meta consists of two people; if his adversary quits, or gets eaten by a bear, it will just be him. Perhaps understandably, he plays a lot online.
What Quinns says feels right. Jinteki.net probably does mean that Netrunner as a game -- strong archetypes, their counters, their counter-counters, and so on -- is “solved” quicker that it would otherwise be. It certainly does mean that decks can be tested and tweaked on an almost industrial basis. And all of that must be terribly bleak for anybody that hoped that the joy of personalised discovery and boutique deckbuilding could be preserved within competition.
But j.net also means that the problems of Netrunner as a game in the world, as a game played by people who have complicated lives filled with things that aren't Netrunner, can be minimised and worked around. It serves an important function in taking the game to places, to times, and to people that it otherwise couldn't reach. Even if the online version of the game it brings is riddled with breakerless Leela.
Ultimately, if a game has an accessible online platform and also has a competitive scene, then naturally the latter will co-opt the former for testing, for tweaking, and for practice. And naturally they will take others with them. Yet if it doesn’t, then the game becomes much more closed: harder to get into; harder to get to. This is, perhaps, a irresoluble tension, the inevitable consequence of taking a hobby and firing it through the internet.
Doesn’t make for a particularly snappy conclusion, sadly, but here we are. Jinteki.net, a land of contrasts.