Congrats to @MurphyAt5BrainDamage for his 33rd place finish at Worlds this year. It was nice not being second place minifaction to some zero chill bioroid for once.
We’ve been talking Sunny a lot over in the #worldsgreatestmoms slack chat, and I thought it might be nice to talk about the state of the Globalsec faction here too. How are things going?
Sunny still has an absolutely busted late game. Mr. Phones got rescued from rotation so we never have to figure out what the Sunny faction is like without him. Drip econ every turn + Security Nexus mean taxing out Sunny is a real challenge.
For this reason, my Sunny philosophy and I think most people’s Sunny philosophy is “how can I keep from losing long enough that I get to live in my super Sunny late game?”
So how does Sunny lose games?
1. Getting rushed out: Sunny has a 50 card deck and breakers that are a bit expensive to get going. Corps often have good success jamming out agendas behind one or two end the run ice before Sunny can get set up and stop them.
2. Fast advance: Sunny doesn’t have any native fast advance prevention, and her amazing tools to assault a scoring remote aren’t quite as useful when the corp doesn’t have a scoring remote.
3. Being extremely jammy: This doesn’t come up that often, but if the corp is able to drag Sunny through a giant remote, let’s say 4 ice deep, repeatedly turn after turn after turn, Sunny is going to run out of money if she’s getting through with her cloud breakers alone.
4. A scarcity of resources: The corp sometimes installs an early Scarcity of Resources and you really do have a lot of excellent resources and sometimes Scarcity just slows you down so much that you can’t execute your game plan.
Of course, Sunny can lose lots of ways, but I think those three are the biggest inherent weaknesses of the faction.
Now, Sunny has 25 influence to play with, and I know a lot of us have been building thinking about spending almost all of that influence of patching up those lose conditions. There are a few options:
Accelerants and speed bumps: You see a lot of Sunny decks playing a bunch of Deuces Wild and Build Script and Process Automation: cards designed to fly through your deck and set up faster. Just being fast is generically good, but it helps especially against rush. I’m also a big fan of Tapwrm is Sunny, which is either an accelerant for you or a speed bump for the corp, their choice. I used to see a lot of Off-Campus Apartment Sunny and I think that’s fallen out of favor. The Supplier is an interesting accelerant that I haven’t tried but sounds really good.
Anti-rush tech: DDoS! Inside Job! AI Breakers like Overmind and Aumakua (maybe with Security Chip support?) There’s a lot of cool options here. I’ve been trying out DDoS and it is fun but I feel like the influence is probably better spent elsewhere.
Anti-fast advance tech: Clot and The Source, those are your two options. Sunny can make The Source work, since Film Critic and Fall Guy can fit in okay. I like Clot better, though you gotta really commit to that with a lot of your influence to make that work. I suppose Employee Strike is also anti-fast advance tech, since Titan is minorly annoyed by it, and CI hates it.
Anti-jamming in a giant server again and again and again tech: Stimhack is nice for grabbing agendas the corp doesn’t think you can get. Security Chip doesn’t see a lot of play in Sunny, but it is a really helpful influence free quasi-Stimhack (or not influence free if you are on Rabbit Hole, I guess).
A counter-current?: Another Day Another Paycheck is influence free and that’s neat, but I have also seen Sunny decks slot Employee Strike thinking about the additional benefit of clearing an unfortunately times Scarcity of Resources.
That’s how I’ve been thinking about Sunny deck building. I know one card I didn’t mention here because it doesn’t really fit neatly into any of the categories described is Deep Data Mining. It’s theoretically really great in Sunny because it is basically always on: her breakers don’t take any mu. I feel like it goes counter to the strategy of building up to an unbeatable late game but it does it in the service of another great win condition: seeing a boatload of cards off of the top of R&D.
What do y’all think? How can we make our mom decks even better? What secret tech are we missing?