Supernovaism

Saan 3111

This is an experiment with the Supermodernism archetype, modified for use in Blue Sun. The modifications generally revolve around Blue Sun's ability to pick up rezed cards for cash, and therefor I've included some larger Barriers as well as Oversight AI, in order to utilize them as a cash influx. The Oversight AI can also be used to rez an Archer in a pinch, if you either don't want to sacrifice an agenda or want to be able to rez it but don't anticipate having the spare cash to do so (rare, but occasionally possible).

I have included a couple traps in the form of Aggressive Secretary and Project Junebug in order to goad the runner into making a mistake by running on them. I chose advanceable traps in order to make them seem more convincing. Generally, the only agendas you don't want to advance as soon as you lay them down are the two copies of False Lead, and if they're both scored then it's hard to make a trap look like an agenda if you can't advance it. Plus, if the runner doesn't take the bait, then you can suck the trap back to your hand next turn. Sure, it wastes the money spent advancing it, as well as gives away what possible future traps might be, but it also makes the runner very, very wary about running on future advanced agendas, knowing that they very well may be the trap again.

I'm on the fence about Hive, because it is amazing early game, as it presents a very hard barrier to crack, and can be very expensive to get through for it's cost. However, in the late game the card can be literally blank. The upside to this is that you can always suck it back up and regain five credits, but then it's just fodder for tossing into archives, and any future Hives you draw are similarly useless. If I replaced it, I might just use an Ice Wall. It is also fairly useless in the late game, but can at least be advanced to become more formidable if necessary, and costs 4 credits less.

Previously instead of the advanceable traps, I was playing two copies of Elizabeth Mills in order to negate all the Bad Publicity that this deck can generate, using Blue Sun to take a Bad Pub away each turn. While this was nice, it's fairly slow in practice, and doesn't feel aggressive enough for what Supermodernism generally tries to accomplish.

Anyhow, let me know if you can think of any improvements! I'm sure there are a lot of ways for this deck to be built with this ID, and I'd love to hear your take on it!

5 comments
21 Oct 2014 Friff14

As far as suggestions go, I'd try out The Root and Amazon Industrial Zone. Here is my decklist that contains my rundown of why. If you get the combo going right, you can get 6 credits for one click each turn. Also, Archer is not worth running in Blue Sun, because if you have to pay an agenda for it, you can't get that back. For sentries, I'd suggest Taurus, Caduceus, Flare, Architect, #Shinobi or more Grim (especially with Elizabeth).

Also, why Anonymous Tip? Jackson Howard is better in almost every way, and AT is taking up the Jackson slot.

21 Oct 2014 Saan

Usually with Supermodernism, I prefer Anonymous Tip to Jackson Howard because of it's faster play. Being able to get three new cards in one click is usually preferable to getting two cards in two clicks (or four in three). Also, usually I don't end up holding agendas in hand, so I don't want to try and push them back into R&D; I'd rather simply score them. However, due to Blue Sun's ability, this deck plays a little slower than standard Supermod (if I suck up an ice, I'm probably going to want to play either it or another one to replace it, and that takes one out of my three clicks for that turn), so that might be okay to have him instead, as I've noticed my hand can get more overfull than in, say, a GRNDL Supermod deck.

As for Archer, I almost never suck it back to my hand, so the fact that I don't really want to isn't that big a deal. The threat of the card on the table and in the deck is worth not being able to perfectly synergize with the ID, at least in my opinion. I might drop down to two to include a Taurus if Plascrete becomes more popular again in my meta, but it hasn't been that big a deal for me thus far. Also, I might take a look at Flare, but the three influence is harsh.

I was running The Root for a while, and while it fed me money it didn't feel aggressive enough for this deck's playstyle. With Supermod, the goal is to make the runner feel anywhere from uncomfortable to outright helpless. Having a machine to rez ice for cheaper just doesn't feel very threatening to me. I could see it going very well in a glacier-style build, and I think it and Amazon would be glorious there, but in this build it just felt kind of boring.

Also, your decklist simply leads to url.com, not to any actual decklist. Maybe a formatting error? I'd love to take a look at it if you can get the link working.

21 Oct 2014 Saan

Ah, found your deck by clicking your name! I was looking at that earlier, and wanted to try it out. It's a very different deck than the one I'm going for here, but looks solid =)

21 Oct 2014 say200426

3 Enigma is not good, you will feel extremely helpless whenever you encountered with Yog.0 or Gordian Blade.

try Shattered Remains once your meta is occupied with Plascrete Carapace.

try Elizabeth Mills again, since you can have more BP ICE (Fenris is really awesome, never make me feel disappointed.)And Noise: Hacker Extraordinaire will be really helpless when you play Elizabeth Mills (Wyldside and Aesop's Pawnshop are all locations)

Jackson Howard is always Vital, to recursion your money or agendas. Subliminal Messaging is useless in Blue Sun: Powering the Future since your card space is already tight, you don't lack of 1c per turn (only if the runner did not run you.) too many Archer.

21 Oct 2014 ewige

If you want advanceable traps, I'm a big fan of Cerebral Overwriter instead of Aggressive Secretary, especially in the face of so much program recursion in the meta.