Blue Kills - 0.5

Shannon.L 117

A rebuild of a fairly typical Blue Sun deck with some ideas from some recent deckbuilding discussion.

The deck's fairly simple Glacier - load up on big ICE, due Blue Sun's rez-and-reinstall tricks to build a massive pile of cash, make runs stupidly expensive, then work on having the runner steal something after spending lots of money.

Then blow his face off.

Government Takeover is a calculated (for fun) risk, looking for that kill where it comes out and the runner comes apart due to Punitives.

The real killy twist in the deck, though, comes from those beautiful Valley Grids, which will force the runner to spend a ton running through big, ETR ICE, only to realize that if he's successful and I'm staring at a Sea+Scorch in hand, he simply won't be able to stop the kill. With luck, they'll let me dictate the tempo, or rez in for a surprise kill.

The Crisium grids are in for the first few plays, until my local guys know what I've got. At which point, I intend to switch them out for something more fun; GRNDL refineries or Shattered Remains, maybe even a Plan B, as no one ever expects to see it and overadvancing one in this deck can simply result in dragging out a run against the Takeover that's not there.

Regardless, there's nothing new here; just interesting takes on existing ideas.

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