Legality (show more) |
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Standard Ban List 23.09 (latest) |
Standard Ban List 23.08 (active) |
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Pre-rotation decklist |
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Core Set |
What Lies Ahead |
A Study in Static |
Creation and Control |
Opening Moves |
Second Thoughts |
Mala Tempora |
True Colors |
Double Time |
Upstalk |
The Spaces Between |
Up and Over |
The Source |
Card draw simulator |
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Blue Sun's Deep Freeze | 0 | 0 | 0 |
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Let's build a glacier, and let's give it some teeth.
For a long time now, Weyland has been the bull in the china shop, rushing out agendas behind cheap ice, stacking bad pub by the handfuls, and daring you to hit its servers so it can find where you live and flatten your home. But in a world where runners are getting craftier, the heedless sprint to "7 or flatline" is a more dangerous game than it used to be.
I've been a lifelong Weylander and I've piloted BABW, GRNDL, and a Blue Sun Keystone variant to decent success in tournaments in a heavily competitive meta (tied for first once, landed in third another time due to mistakes in a runner game), and after Leela Patel started becoming more and more prevalent, I found my rush decks crumbling to her ability. This deck is in many ways a direct response to the pressure she can put on a corp, but it's also a viable build across the board that I've come to love as another way to play Weyland. In refining the deck's core idea, I did some digging and found a couple builds that were on the right track, but were lacking in one way or another. There were pure glacier builds out of Blue Sun that packed a suite of 5/3's and NAPDs alone to lower the agenda density, making rooms lots of Adonis Campaigns, Ashes, and Roots. They were fine, but slow. There were others that favored Executive Boot Camps and bad pub scrubbing with Elizabeth Mills to allow the more aggressive Weyland agenda suite without the bad publicity making your servers porous. They were okay, but fiddly. Some even flat out did away with the Scorch to make room for more ice, econ or traps. They weren't okay. In testing all of these different ideas, I never liked how they played; they felt slow, even awkward, giving up cohesion in favor of trying to work in strategies from other factions, and none of them made good use of the power cards that make our green cards so nasty. None of them were mean, and being mean is why we play Weyland.
And through all those games, I kept coming back to that one idea: I wanted to build an aggressive glacier, a taxing deck that was as painful on the runner's wallet as it was on the runner; a deck that can set up servers that cost upwards of 20 credits to get into all while packing cards that chip away at the runner's rig and slow them to a crawl. And to top it all off, we'd still want those signature Weyland kill packages. So I took the concept of "aggro glacier" and ran it through the grinder over the last month and a half, until I ended up with this list. It flies in the face of the Weyland style I've played for almost a year now, because as aggressive as it is, you also need to play this deck very patiently. It's built to go slow, and it's built to punish anyone who tries to speed things up. I've broken it all down, and below I examine the agenda suite, the asset-upgrade-operation package, and the ICE choice, which you may have seen by now includes one notable exception.
The first thing a taxing deck wants, and really what any coherent corp deck wants, is an array of agendas that backs up its core mentality. Looking at our two-pointers, NAPD here is a no-brainer. Paying 4 credits to steal thing is no joke, and it opens up all sorts of windows, both for scoring and Scorching. In previous Weyland rush builds, an early install-advance would mean one of two things: that the corp was looking to power out an over-advanced Atlas, or get an early Geothermal online, and it was a key signal to the runner to motor on that remote even if it means going low on credits. So they either spend the vast majority of their money to get into your remote and paying to steal your NAPD, or they access with 3 credits and put their head in their hands. And since we're Blue Sun, we're recouping the rez cost of at least one of the pieces of ICE on that server. Atlas of course is another 3-of auto include for Weyland so there's no need to go over that one. We're also packing 5/3's that synergize well with the build. Utopia Fragment makes everything that much more costly to steal (a 10 credit NAPD, anyone?), and PriReq is perfect if for the ID you can pop it on a Curtain Wall or a Hadrian's. You could also look at swapping it out for an Eden Fragment since Blue Sun is constantly bouncing and reinstalling ICE, but I've almost always found myself with enough cash that those costs usually don't matter. Chalk that one up to a style choice.
Our second star agenda in the deck is Posted Bounty. In a world where runners can keep pace with your economy, and sometimes even out-money you if that's their game (Prepaid decks are exceptionally good at this), Posted Bounty can be your way out of a game that you need to close out as fast as possible. It's a tag that doesn't care about the runner's money, and it can sit for a turn with three advancement counters, that opens up a triple Scorch that can though a Plascrete and 4+ cards.
Our econ package is standard big money Blue Sun with OAI's and Restructures. You'll find the reliable SEA Scorch combo ready to go, and we're packing Will o' the Wisp to slow down runners' rig-building. Wisp is something that's kind of fallen out of favor, at least in my meta, and it's a great "damned if you, damned if you don't" card for this deck. It works wonderfully with Posted Bounty because it's an agenda that really doesn't do that much if they steal it, but is deadly to leave in a remote. And at only 1 point, you love seeing them spend a lot of cash and lose a breaker to steal it.
Reversed Accounts is a beautiful card. I've gone back and forth on advanceable traps, especially in Weyland, because if they call your bluff, you're in a far weaker spot than if you had tried to advance out an agenda. But when you've got a Reversed Accounts sitting in a deep scoring remote, they either spend their money to break in trash it, or you fire it to pretty much the same effect, give you two or three turns to push some points through.
The meat. The potatoes. The backbone of this deck. This ICE suite is a monster to get through with barriers that tax at all stages of the game, either through subs or through strength. Datapike and Tollbooth sap away the runner's money (a double 'boothed scoring remote is a beautiful thing). Caduceus taxes early and consistently, Taurus makes for a great surprise particularly on archives, and Ichi might be one of my favorite splashes in the deck: it's below D4v1d range, still costs SEVEN to get through with a Femme, and if you rez it at the right time in the early game, it can cripple the runner to the point of no return. It's generally a good idea to have either Ichi or Caduceus on your centrals as early as possible (HQ for Criminal, R&D for Shaper) to start the taxing early, and then once you get your scoring engine up and running, Ichi does fantastic work over your remote.
This deck is a blast to play, but really it's the last big hurrah of the Lunar Cycle. With O&C's release date now announced, this skeleton will be changing, and it's debatable whether it even stays in Blue Sun. Interns feels like it's almost an instant 3-of with all the ICE destruction on the way, E. Mills becomes a serious consideration to deal with the new bad pub mechanics, and a lot of decks are going to have to make room for Swordsman to deal with Eater (perhaps even Corporate Troubleshooter to get it out of Mimic range). So what comes next is hard to say - there's a lot to take into account - but for now I'm sticking with this. Hope you like it.
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