Blue SunSun

BTrain 2971

Pick 'em up, put 'em down.

This is a quick-moving Weyland deck that has the flexibility of fast advance, the taxation of glaciers, and the teeth that our faction is known for. Any good Weyland deck wants to beat you into the ground with its bank account, and Blue Sun is maybe the best fit of this philosophy we've seen yet.

This deck packs 19 pieces of taxing or flat out gargantuan ice, but it's not content to sit back and wait for you to try and crack through. Your goal here is to score out an over-advanced Atlas as early as possible, and if you get two power counters on it, you're in a beautiful spot. Because once you've built up your taxing remote and the money to defend it (both easy with Blue Sun), it's time for you to find and install the star of this deck: your SanSan. And now the fun begins.

You've over-advanced your Atlas, and you have a SanSan rezzed behind several pieces of heavy ice that you've now shifted over from various places around the board. You know what this means right? That Atlas essentially becomes Weyland's version of an AstroScript that can search for itself. Pull an Atlas from the deck, install-advance-advance. It's a 2/2 agenda. It doesn't refresh itself with a counter like Astro, but that's ok. Your defenses are more than taxing enough to wait for more agendas to come down the pipeline. And don't be afraid to Atlas out the SanSan either, especially if you know you don't have a safe scoring window. Pull it from R&D with a counter, stick something else in a remote, and watch as the runner spends all their money making what they think is a power play. You control the economic pace with this deck.

And because of that need to be the one holding the purse strings, you'll notice there's no bad pub here. No Grim, no Frackings, no Hostiles, and yes that means no Archer. But it doesn't matter. Sure, the runner will never hit anything nasty, but what they do hit, they'll need money to break. Lots of money. And if they do have the money to break into your servers, will they be able to pay 4 credits to steal the NAPD you put down? If they can pay 4 to steal the NAPD, will they have enough left to survive the SEA Scorch you pulled from your deck with Atlas after you get 8 credits from the Tollbooth they paid so much to run through?

Yes, D4v1d is a quite appropriately a weakness to this deck. Before you Oversight your Curtain Wall to gain 14 credits at the start of your next turn, you'll need to consider the likelihood of them dropping a D4v1d and breaking it. It's best if you can protect it behind a dinky piece of ice like Datapike or Ice Wall so they can't snipe your burst economy ice right after you drop it.

This deck is still in its infancy but I've had a lot of early success with it out of the gate. Whether that's because it's well built (doubtful!), or people aren't used to Blue Sun, or Blue Sun is just that crazy good, it's too soon to say. But I would love for you to try this out and let me know what you think!

1 comments
13 Oct 2014 Dothanite

With The Root out, I don't see the need for Private Contracts. I would honestly take those out and put in something to help tax the runner even more - Will-o'-the-Wisp. It's such a good card, especially with your morph ice.