Dude • Draw 1 • Influence 0 • Cost 3 • Upkeep 0
Mad Scientist 2

Noon, Boot: If Kyle is at a Ranch, unboot the Ranch. Its abilities may be used an additional time this turn.

"Kyle, are Eustace's devices working?" - Lillian Morgan
• Matthew Sweeney • New Town, New Rules #5
Reviews
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Pros:

Three cost and no upkeep makes Kyle an excellent starter for Morgan Landslide decks.

Mad Scientist 2 is a high value allowing you success on Gadget pulls quite often.

His booting ability at the moment is only relevant on Circle M Ranch and The R & D ranch, but earning yourself 4 ghost rock every turn is a pretty large advantage to have over your opponent. Ditto for Circle M Ranch if you're running low on cards.

Cons:

0 influence means that almost anyone your opponent sends to the ranch that Kyle is occupying, will likely control it. Kyle's the brains, not the brawn. You'll need to have a good influence value dude along with Kyle to hold the ranch down, even if it's Irving Patterson.

A 1 draw bullet isn't going to light the world on fire, but it's better than nothing.

Overall:

The more ranches that come out with boot abilities, the better Kyle will get. Right now, use him in a Dudes & Deeds deck, and have him make you 4 ghost rock a turn on R & D ranch.

Rating: 3.5/5