Blue Sun Tanlines

ExplodyCat 506

These tan lines won't fade

With the strength of Blue Sun, tag and bag has gotten a power boost! My deck features a couple of cute tricks and alot of potential to force the win in multiple ways. The first thing I'd like to speak about is the power of Blue Sun in relation to the bluffing game.

Ice is typically only effective once and then it just taxes the runner. That very first rez of a piece of mystery ice can really throw your opponent for a loop if it wasnt something they were expecting or prepared for. That's one of the greatest strengths of Blue Sun, the opportunity to take that initial ice bluff to the next level. I originally built the deck with 2x Janus 1.0 to exploit this and while that particular variation is amazingly strong in this most recent build I've opted to break up that Janus to get in a Shipment from SanSan for reasons I'll get to. Anyway, so it works like this. Perhaps I'll Oversight AI a Curtain Wall or rez an Enigma to protect R&D. On my turn I return the ice to my hand to earn my credits back and reinstall my ice. Only this time, install different ice. Mix it up varying the ice to hit them however you want. The runner is more inclined to run at the ice since they believe they know what the threat is and so they are wholly unprepared for when you rez that Janus. Doing this I've had a runner convinced for the entire game that a piece of ice was a Taurus. Playing patiently I put the Enigma in front of what was really a Janus since Enigma encourages runs on the last click. An unexpected Janus won me the game because I swapped a known Taurus with it and played as if it was still a Taurus. Whatever Blue Sun deck you play, do this! Swap around ice unexpectedly especially if its a rather painful piece of ice to encounter unexpectedly. Another game I was able to trick the runner into the Janus three different times each on different servers by swapping around my ice continually.

As for the rest of the deck, the Power Shutdown Accelerated Diagnostics combo gives us the option to scorch the runner on a whim if we've gotten the combo in hand. The combo also allows more aggressive playing of your scorches allowing you to more easily handle plascretes by burning through them. Alternatively, if you've scared the runner enough with your credit pile and the potential of scorches, then the same combo can score out your final 2 points by using Interns and Shipment from SanSan instead.

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