Blue Sun's Toybox

zoinksman 60

Blue Sun a bit strangely edited. It's got your typical Oversight AI combo but then it also runs Toybox. The Toybox is great for rezzing them expensive ICE for free to bounce to your hand. A little slow as it takes your whole turn but think of it as 3 clicks for 14 or 15 credits. Toybox also helps with Archer as you don't really want to have to forfeit any of your agendas. You just need to score 2 to win. That is if you don't punitive the runner for stealing one themselves. IF they get GFI they need possibly 3 to win while you just need the aforementioned 2. Crisium Grid and Off the Grid are ideas that have been floating about so I thought I'd try them in this build. It allows you to just super ice HQ and leave minimal protection on your remotes, especially your scoring server.

Control the pace of the game and make dem credits.

1 comments
11 Dec 2015 nbove

This is a very cool idea! Eliza's Toybox certainly has a lot of synergy in Blue Sun. I also really like the super low agenda density.

I was also thinking of running a Blue Sun deck with a very low agenda density. I took it a slightly different direction by focusing on making HQ near impenetrable using big taxing ice combined with Crisium Grid, Caprice Nisei, and Ash 2X3ZB9CY. Then use Fast Track to pull enough agendas into HQ to make the runner unable to win the game from R&D accesses due to it not having enough points left in it. My win condition was after setting up an impenetrable HQ, is to drop Off the Grid and slow advance my way to victory.