Sunlit Daydreams: ToL Blue Sun

DrunkenGineer 854

I know what you're thinking: advanceable ice don't synergize with Blue Sun's ability. The thing is, not every ice on the board needs to be picked up; in fact, I think the emphasis on repositioning ice is actually hurting Blue Sun players in the long run.

This means you should think of some of your ice as more permanent than others: you can lift a Lotus Field to move it off a Cyber-Cypher'd server, or reposition a gear-checking Meru Mati from a remote to its home server, but leave your Ice Walls and Shadows alone.

This deck also drops the Oversight AI-Curtain Wall combo - it's inflexible and variance-prone, plus I don't expect this deck to be able to hard rez Curtain Wall that often.

Instead, this deck has its own ways of making money. Between the plethora of cheap ice, Space Camp providing free advancements on the space ice and discouraging R&D runs, and tutorable Adonis Campaign or GRNDL Refinenery, you should never be short cash.

The trick up this deck's sleeve is Trick of Light. With it, you can fast-advance Atlas, bluff 4-2's as Atlas, and bluff 5-3's as NAPDs. I really want to know if 3 ToL is the right amount (the deck would love a Tollbooth). If you Trick off a space ice, you can also pull it back to hand for a profit.

Shadow is a really annoying ice to see across the table, especially if it's been boosted to 4 strength. Its unconditional credit gain subroutine is never a bad one for Wormhole to copy if there's no Nebula around.

This is just a rough cut, but I think the deck has a fighting chance. Lots of testing is needed for sure.

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