Tennin Grinder

Identity

Tennin Institute The Secrets Within

15 influence spent (max 15, available 0)
20 agenda points (between 20 and 21)
49 cards (min 45)
Cards up to Reflections
Barrier Barrier (5)
2x Fire Wall ●●●●
3x Ice Wall ●●●
Code Gate Code Gate (5)
Icebreaker Icebreaker ()
Multi Multi ()
Other Other ()
Program Program ()
Sentry Sentry (7)
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presheaf 196

The perfect deck for anyone hoping to get uninvited from game night. Anglerfish and Hokusai adds a mandatory net damage tax to anything, so slap enough ice on centrals to make running them very sad. Depending on what the Runner does, you'll most often want to make an annoying remote to go with it (e.g. Anglerfish + Fire Wall) and start installing stuff in there, but sometimes you can just fast-advance with SfT or ToL.

This is a pretty slow deck, and generally clicking for credits is better than drawing cards as long as the board forces the Runner to run somewhere that isn't cheap. When in doubt, install something in the remote and take 2.

Against everyone except Crim (who have Security Testing), Space Camp/Shock is a lot of Archives defense, and something minor like a Pup or Pop-up should be enough. Anarch is probably the toughest matchup, as they have strong central pressure to make eating some net damage worthwhile and Parasites to destroy annoying ice.

1 comments
6 Jun 2023 presheaf

(For posterity: We used to have Shipment from Tennin in the pool, but replaced it with Political Dealings. I doubt Political Dealings is great here, so I'd replace it by a third Trick of Light and something else.)

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