Netrunner: Dealing with Jinteki PE
So a recent Question from cobelli57 of "Whats a good way to trash cards without accessing them" (paraphrasing) leads to a root problem of "How to deal with Jinteki PE" You can build a deck around trashing cards without accessing them but it's not necessarily the best choice vs other decks where accessing is perfectly safe. So a better choice is "How to fight PE with my already made deck?"
You can find slight differences in the "shell game" Style of PE that run little ice but more focus on traps then anything else. So first lets see the terrible things that can happen to you.
This is probably the most nasty thing to hit during your game fighting PE. Taking 3 brain damage (assuming its been Mushin no Shin) can make all of life harder to deal with later in the match up. where your constantly almost dead from being EMP'ed to flatline and you have to draw up first to even SCORE fetal let alone not die afterwords
Snare! is a monster of its own. 3 Net from RND access can catch a lot of runners off guard and causes some of the most flatlines just from lack of clicks left to draw back up after hitting one.
Psychic field is one im surprised more people don't splash into. some times more deadly then the Snare this is the most likely to cause flatlines from EMP the turn after
The most painful agenda to score taking 3 net from PE and 2 credits you effectively pay 2 to snare yourself Scoring this monster.
This is a MUCH less common card in PE Shell as the solution is Deus X and in a lot of games 3 brain damage thats mostly unpreventable vs to 6 net, 3 brain will practicly win you the game if early one, but a June bug is compleatly negated by Deus X (I still like it) These are the WORST things you can access in your fight of PE. but the most important note. is that only Snare and Fetal work from HQ and RND. Everything else is 100% safe to access.
When your fighting PE. Go for HQ/RND
As the golden rule, don't run last click. But running in HQ/RND is the safe bet fighting Jinteki PE. as we are all Scared of snare flatline if it doesn't kill you, it was wasted credits on their part. and you spend the rest of your turn drawing back up. and you'll never see that snare again (Cough cough Jackson) IT'S OK TO HIT SNARE!, as long as it's early in your turn hit it. make them spend credits then draw back up. A lot of people become crippled in fear of hitting a snare. I like to call it Occupational hazard.
Ok they just Mushin'd a card. Time to Assess the situation
Any PE Shell deck worth noting runs 3 of this card and will jackson it back every chance they get. When they do, it's gennerly one of three cards (with exceptions) Overwriter, Ronin, Future perfect, Fetal AI. The moment they Mushin first thing you should do Is check their archives. (not running but like... grab it and look at it) If you see 2+ Overwriter its probably not that and your safer to run it. Second thing you do is ask the golden question
If that is a Future Perfect. How F***ed am I going to be? if they are sitting at 4 points. you run it. I don't care. 3 brain damage is not worth the chance of losing right then and there. If they are at 2 or less points you might let them score a Future perfect as the game becomes impossibly hard with a 2 card hand size. Most PE decks run 2-3 Advancable Death traps (cerebral) 2-3 Ronin and 2 Future perfects. 3 Fetal AI. When they mushin a card if your to take raw satistics its about a 1/4 chance of something that will Ruin your day if you access it. I tend to be more scared of unadvanced things as hitting Snare! or Psy field will set me back an entire turn where advancing means its neither.
Counting Cards Clicks and Credits
When your turn is about to end the few things you should do is count their credits and Cards and assess the situation. In their three clicks what would it take to murder you? If they have a 4 advanced card, and its a Ronin they can Ronin EMP EMP for 5 damage, if their new 2 advanced card in a ronin the most they can do is Advance Advance Ronin for 3 damage. or do they have the credits to emp you twice? Ect. Doing this small thing can help you figure out information of what everything is. if you have 4 cards in hand and he advances that 2 advance card twice. he might of realized he needed that ronin at 4 to kill you and is trying to correct himself too late.
TL:DR When fighting PE go for HQ and RND as much as you can until your forced to start checking remotes. only check remotes as an Opportunity (they are low on credits and can't hurt you) or a last resort. mostly I tend to ignore remotes unless they are Mushin'd














