Gen Con Marshal Event: 4R Control Runner up

published Aug 14, 2015 | | |
Card draw simulator
Odds: 0% – 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Warren Sheriff 4R Control winner 2 4 2

Dravorak 95

Here is my 4R deck that finished 2nd in the 2015 Gen Con Marshal event. It went 4-1 in qualifying on the first Thursday event, and 4-1 in the Saturday event.
I beat a 4R Oddities deck in the quarterfinals, and the top seeded Sloane deck in the semi-finals. Lost to David Hammond's 4R Control 1-2 in the final match.

I was running on 10s, Js, and 8s and got away with a slightly looser draw structure due to Hex Slingin'.

Some card explanations:

Arnold McCadish.
Let me place my Valeria or Travis in harms way more than I would otherwise have been able to. With 2 Influence he is great against other 4R decks because they will need to Blood Curse him twice to prevent me from taking one of their deeds. He was strong in helping to control my opponent's economy as I could boot him to an out of town deed, and still have his global ability for the next turn.

I ran 10s over Qs because of the dude selection and for Unprepared. Unprepared was a clutch card against Sloane and great in mirror match ups.
Avie Cline was a work horse. She is so cheap to bring out for a key 2 influence. And can serve as a backup huckster if an emergency.

Surveyor's Office seems like an odd choice, but it was a 4/2 deed with a control point, and it allowed me a good place to put my huckster if I couldn't walk to Town Square, while being able to use my home's ability. Then if needed I could just boot the deed to go back home, or even to Town Square when the situation changes. It also let me punish a deck that would attempt to boot a dude to take over my Jackson Strike production.

6 comments
Aug 14, 2015 mplain

Ah, Arnold in the starting posse, nice. A shame you didn't run Takin', that would be really frustrating for the opponent :)

Sep 09, 2015 Jekmak

@mplain, when taking a casualty, can you first react with Takin' Ya With Me to cause your opponent to also take a casualty and make sure you don't have your bullets reduced, then react again to taking the casualty with Arnold McCadish to send them home booted instead?

Sep 09, 2015 mplain

@Jekmakcheck out the Timing Structure page, section "Slingin' Lead -- Step 5. Take Yer Lumps":

  • You can play React abilities to dudes being discarded or aced when each individual casualty is resolved (e.g. Arnold McCadish, Lay On Hands).
  • After you've resolved all casualties, now is the time to play Takin' Ya With Me or Hot Lead Flyin'.
Sep 09, 2015 Jekmak

@mplain, OK so Takin' Ya With Me can only be played after 'you've resolved all casualties.' Do you reckon that means you can still play it after sending your casualty home using Arnold McCadish? (Is your casualty still a casualty even though he was sent home instead of being discarded?)

Sep 09, 2015 Jekmak

@mplain OK so Takin' Ya With Me can only be played after 'you've resolved all casualties.' Do you reckon that means you can still play it after sending your casualty home using Arnold McCadish? (Is your casualty still a casualty even though he was sent home instead of being discarded?)

Sep 09, 2015 mplain

@Jekmakyou can play Takin' Ya With Me or Hot Lead Flyin' even if you take no casualties at all (prevented by some effect), these two cards refer to the end of the loser's 'takin casualties' step, which still happens even if you take 0 casualties. In this case the highest bullets among your casualties is treated as 0.

Note that Takin' Ya With Me checks printed bullets normally (except for tokens which are treated as having 0 bullets for it), but if your casualty manages to stay in play (Harrowed or saved by Arnold McCadish) then it checks for actual bullets instead.

You can find all this and more in the FAQ.