Sunny's Security Blanket V2

SubTric 432

I published a Sunny deck some weeks back and it really revived my love for her as a runner. Since then I've played Sunny lots and lots and despite the regular complaint of her being 'too slow', have found myself winning more games than I lose and many of those games go down to the wire - games are way more fun with that kind of tension. As such I piloted this deck to the Peterborough (Chatteris) Store Championship and took 6th place (strictly speaking it's a 2018 Store Championship, but the option is not yet available on Netrunnerdb). Now, that sounds pretty cool, but in all honesty, I was helped a touch by a 4th round bye and didn't actually win that many games on the day (despite a killer run of practice games on Jinteki in the build up). It was my first Store Championship and learnt a lot from the experience.

The core of this deck is text-book Sunny, with a few tweaks and buckets full of econ as a result of lots of play testing. So, lets look at it...

Breakers... Running Sunny's signature breaker suite of GS breakers, paired with Security Chip and Security Nexus is a no-brainer. They let us into literally every server once we get set up - the perfect late game rig so long as you can pay for it (more on that later). I've also started running a copy of Aumakua as 'backup'. This has a surprising amount of synergy in a Sunny deck, though really only if you get her cloud breakers set up as well. Firstly, while we walk into servers with her normal breakers, the turtle gets charged up. Once he's cheaper to run than the clouds, use him and save up your money for them until the corp Purges and you need to switch back to the clouds... and you want them to purge! Let them throw their turn away to the turtle wherever possible as it slows them way more than it slows you.

Econ... We have LOTS. We want to be literally swimming in Credits and it's not unusual that we are. This deck started without Magnum Opus and did fine, but I wanted to make sure I could win every trace, beat every Punitive and break 4 deep servers with my breakers than need (on average) 4 credits per ice to break, so Opus came on-board. We back it up with Sure Gamble, Dirty Laundry, Daily Casts, Data Folding AND Underworld Contact (plus Deuces Wild in a pinch). Swimming in money. There are also a pair of Career Fair included to make a couple of those resources cost nothing to install. Thanks to the cloud breakers taking no MU, Data Folding continues to do work for us even with Magnum Opus installed (and once you have your console online you can have a Multithreader or Turtle installed too without cutting them out).

It takes a painfully unlucky start for this deck to run out of cash.

Draw support... Sunny has a 50 card deck, so we need draw. The deck has full sets of Deuces Wild and Sports Hopper, the latter helping us with it's link point until we need the draw. There is also a pair of Diesel included. I was running 3 but moved influence around to slot a 2nd Special Order which was more powerful for consistency. A few people have asked 'why no Earthrise Hotel', well it was here originally, but due to Sunny's slightly slower set up, the forced draw it provided actually put me on the back foot a few times when I wasn't ready to install so many expensive cards in one go early on, and discarding anything felt like a hit. With no recursion in the deck, that was a big risk, so it went in favour of the burst draw. When I posted the original version of this deck a couple of months ago, it was suggested that I should run SMC instead of special order, but after testing, I much preferred it this way.

Link me up... Sunny loves link. She starts with 2, her console gives us 1, a set of Rabbit Hole gives us 3 (only install if you can afford to drop them all) and the Sports Hopper gives us more until we trash them. Once the rabbit holes and console drop you will have a link strength of 6, making Security Nexus amazing and throwing a security chip to run a massive server highly effective. It's rare you have to worry about the trace and tag game, and if you do, your opponent is throwing literally everything they have into making those traces work - This is particularly nice as there has been lots of CtM around my local meta of late.

Main plays... Setup, drop your resources, get an Opus and find those breakers. Watch the corp players face as your free credits pour in every turn and you click opus to top up where needed. Let them score an agenda... don't risk a run that could cost you some of the rig to nasty ice. Just breathe... wait. Then run and they can't stop you. Interdiction is here to help against nasties like Marcus Batty and other punishing upgrades, but also to kick out opposing Currents (though we don't need to worry about Cerebral Static with Sunny). I chose to drop Another Day, Another Paycheck after it firing once in 15 games to score me 6 credits - there was no point with this economy engine. Globalsec Security Clearance is your MVP. Game after game I've seen the corp realise he can't protect a server after the mid-game and so needs to wait until they have all the pieces needed to score out of hand... but they know I can hit the HQ as well, so they'll keep it full of traps or useless stuff too. So, every turn you peek at R&D. If it's an agenda, go steal it - they can't keep you out. If it's not an agenda, hit HQ or take more credits. Be patient. Sunny isn't slow... she just knows theres no need to rush :)

Sunny is the only runner that I feel truly comfortable with. She's my security blanket.

5 Dec 2017 wait what

I've heard from other Sunny players that the Rabbit Holes end up not mattering that much, insofar as 2 to bypass is still pretty cheap, and Corps don't usually have the kiai to contest your Nexus traces.

Have you found that the extra was saving you money you actually needed? If not, freeing up the influence would let you slot (e.g.) an SMC to help set up a little faster.

5 Dec 2017 SubTric

@wait what Rabbit Hole has proved it's worth over and over for me. I've been finding corps who are hugely cash rich and lots of CtM decks (and Punatives). I had similar conversations with other Sunny players but game after game Rabbit Hole saves my bacon so I swear by it. That extra link has not only saved me from death a few times, but also meant I've been table to get into severs with a Security Chip that would have otherwise cost me 14 (or more) credits. I love Rabbit Hole in Sunny!

5 Dec 2017 wait what

Fair enough. Thanks for the deck - it's always fun to see folks making Sunny work :)

5 Dec 2017 SubTric

@wait what Maybe Rabbit Hole has just become my crutch... but it works for me :)

5 Dec 2017 Steamwood

I love Sunny Decks and I love money...but is this TOO much? How do you feel on your draw? I've used more connections and Off-Campus Apartment, but this is intriguing in a world that hates Resources.

6 Dec 2017 Aerosaucer

To chime in on the Rabbit Hole discussion: you can think of it as another (slightly more variable) copy of Underworld Contacts. The first two Rabbit Holes should save you a credit almost every turn (so nearly identical return to UC), but sometimes you won't make a run where you use Nexus. On the flipside, sometimes they will save you more than 1 credit per turn if you're getting traced. Bloo Moose was good right? Well each of the first two Rabbit Holes is basically a UC that becomes a BM+ against NBN.

When I'm running Rabbit Holes I only run two, though. As stated earlier, you can certainly get by without the link so it's not critical you find them fast, and the 3rd one's marginal value drops precipitously compared to the 1st two. On a related note, the link on the Hoppers also loses a lot of value, so unless you're relying on the Hoppers to survive damage (in which case consider Citadel Sanctuary and either Caldera or Feedback Filter instead), cut them for Earthrise Hotels.

IMO if you're running UC in Sunny (and why are you playing her if not?) then any link up to 5 should receive equal consideration to UC and greater consideration than Data Folding. Power Tap is similar, though IMO it's overkill (too many cards invested in mid/late game and traces) to use both link and Power Tap. I like either 2x Rabbit Hole, or 3x Power Tap + 2x Citadel Sanctuary: as long as you are ahead on credits, you can purposely fail your Nexus trace to gain 3c + tag, then let the CS fire to gain another 3c - aka 1 click for 6c (plus a Turning Wheel counter!) provided you don't need the Nexus to actually get in somewhere that turn. If you have 5 link you lose the option to purposely fail the trace, so it's one or the other.

P.S. while I'm running my mouth, I want to applaud the Interdiction. Incredibly underrated card, especially when it can double as a cheap way to clear a crippling Scarcity. I also don't think you need Opus, and I'd like to point out that unless I'm missing something, having all your programs installed turns off Data Folding, which reduces the value of your investment from including one or the other (if you want to keep Opus, cutting the Multithreaders would also solve the problem).

6 Dec 2017 SubTric

@Steamwood Possibly! But the current meta is cash-rich. It's not unusual anymore for people to have 20, 30, 40 credits floating around... and I like to make sure I have at least as much as the corp... I've lost too many games to Punative in the past after a lucky dig scoring 6 points in a turn. Never again! :)

@Aerosaucer Some great thoughts here. I did drop to 2 Rabbit Holes in testing, but losing one to unexpected damage etc is annoying, and with the 50 card deck having 3, it serves a greater tool - instant deck thinning that actually has some use in the long term state the game. The link on the hoppers doesn't hang around long - it's either there to dig for cards or save me from big damage, but occasionally it sits around a few turns for a SecChip pop.

Interdiction is soooooooooo good right now. I actually find it's my 1st choice current in most runner decks. I've been using it in a Kit deck as well and frankly anything that annoys the hell out of the corp player is a good thing. It throws them off game-plan and that gives the runner the edge. Interestingly, I'm seeing very few other players use it though.

With regards to data folding - your maths are correct, but I literally never have everything installed. 1 Magnum Opus and 1 Multithreader is the idea late game set up along with Nexus, which means they stay active. 2 Multithreaders are there to improv the chances of finding one and the Turtle is an emergency option or great first turn opener, can can be replaced later in the game much of the time.

7 Dec 2017 Rahrhino

Just jumping in on the rabbit hole point. Personally, I would try swapping these out for Power Taps. This way you actually GET PAID from traces. With 3 link and 3 power taps IP block literally pays you 3 credits every time you walk through it. It also allows you to fail a Nexus trace if possible which is really handy as some people have started teching Underway Grid in Aginfusion which is a potential win con against you. It also combos with Citadel Sanctuary for an extra trace with shuts down rewiring and punitive decks.

Cool deck though! Haven't played Sunny in a while so might have to give her a whirl again :P

7 Dec 2017 SubTric

@Rahrhino I never knew there would be such Rabbit Hole hate ;) The Nexus/Power Tap combo rocks. I played it a lot in a previous Sunny deck. The only reason I stopped was that I favoured the constant drip econ an date MoPus top up - seems thats a very personal preference though! :) I still stand that Rabbit Hole serves strong purpose here, but clearly it's not for everyone!

Do give Sunny another go. I think she rocks!

10 Dec 2017 Aerosaucer

Rabbit Hole is by no means bad- the tempo alone could make all the difference - to get out power taps you have to draw 2 more cards and install 2 more, which potentially costs you an extra turn, and certainly slows you down from getting fully set up to Nexus optimally.

Power tap has some big upsides, but certainly makes the whole deck slower to set up, and as sunny that could be critical.

23 Apr 2018 Bazin

I ran this deck at the local game night. First time playing Sunny and holy damn was that a fun set of games.