Hang 'Em Fast! v.3.2 2016 Kalamazoo Sheriff Winner

published Oct 29, 2016 | | |
Card draw simulator
Odds: 0% – 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

twoeyedjack 122

The same strategy as last year, but with better home support. Not much has changed in the year since. I had played around with Comin' Up Roses in the deck, but ultimately decided Pinned Down was too good a shootout action to give up. Taking away bullets is way stronger at getting the opponent to cheat, and -3 to a possible threat plus targeting the first casualty is great.

An Accidental Reunion took up two spots since the deck rarely cheats during a shootout. It works well with the main strategy too.

Added in two Framed and a Notary Public to increase possible bounty distribution.

Justice In Exile is bomb for this deck archetype. Gaining 2 rock fairly reliably, having the option to ace a discarded dude, and gain a control point on Gomorra Jail before they are aced is great.

End of the badge season here near me, so glad I managed to get the badge at the very last sheriff event in my area. :)

8 comments
Oct 30, 2016 Nathanator

www.alderac.com might want to check that out

Oct 30, 2016 twoeyedjack

Ah. Timing rules. So you can't ace the dude and get the control point, because the acing react happens first.

Wouldn't have changed the outcome of the matches since I won from eliminating all their influence.

Oct 30, 2016 tbowers13

No Gomorra Gazette in place of a Pat's Perch? Seems like it would be synergistic and on value.

Oct 31, 2016 twoeyedjack

Nah. I had The Gomorra Gazette in here originally but I swapped it for a Notary Public. Gazette is on value and earns rock for raising bounty, but you have the rock covered with Justice In Exile shoving 2 rock your way practically every turn. I have not had any problems with earning rock using the new home, but reliable bounty distribution could always use a boost. Notary Public is guaranteed bounty on a dude every turn with Gomorra Jail, in case they manage to somehow avoid revealing cheating hands and don't trigger the home trait.

So why two Perch over a Perch and a Gazette? Personal economy preferences. Perch costs one to play and earns back its cost next turn, making it a playable card if it is in the first hand. Gazette costs three and takes three turns to break even, and is unplayable on day one. Circle M Ranch costs the same but gets back cost plus interest after the next two turns. True, you can't play it day one like the Gazette but the economy and its card draw ability make it worth including in my opinion. Two Perch also means one 8 of diamonds will always be floating in the deck, helping to win lowball and possible 4 and 5oak hands.

Once Justice in Exile dropped, Gazette lost its appeal for me in this deck, and it became pretty unnecessary outside of it being on value. The one control point it provides becomes moot when the opponent has no influence.

Nov 01, 2016 jaythejester

I'm not understanding why Justice In Exile is good here. If the judge succeeds at the job, the dude gets discarded after your posse goes home, and there won't be any deputy at the location for the home ability to work. The only way for it to work would be to have Tommy at the location of the mark, but not join the posse.

Nov 01, 2016 tbowers13

Well just like kidnappin, if they lose the judge job they are just going to use the mark to take casualties. There's no point in losing someone else as a casualty and then losing the mark too so your opponent will just take casualties with whoever was the target of the job. That way your deputy will be at the location when the dude is discarded.

Nov 02, 2016 twoeyedjack

This is a turn one killer deck. The strategy is to bounty the one dude in their starting posse that they need to protect or keep in play. There is always one dude that is key to the strategy in some way, and if you send a big posse job at them, the opponent will always have that dude in the posse. I have yet to see any opponent not include the mark in the posse.

The shootout goal of the deck is to eliminate all their bullets, increasing the likelihood of them cheating. Justice in Exile is great, not for generating the rock via the ability but rather forcing a cheatin' hand and having the home's trait trigger, thus setting up the next day's target by putting another bounty on another dude not in the posse. Usually this is a dude with influence or secondary key dude.

But to be honest, I would say that 9 times out of 10 the opponent goes all in with their entire starting posse, hoping to protect their key dude with overwhelming force.

Nov 02, 2016 twoeyedjack

Plus if they don't oppose and discard the mark, Gomorra Jail triggers and another control point comes out. It's a series of what choice is least damaging to them. Whatever they decide, I usually end up coming out ahead.