Nasty Con Men

published Nov 01, 2016 | | |
Card draw simulator
Odds: 0% – 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

twoeyedjack 122

It's "Another Dumb Deck Idea!" From twoeyedjack.

Putting The Pieces Together has enchanted me since it came out. So tantalizing, so risky, so able to hand over shootout wins without the guesswork of what you should keep versus what your opponent might be drawing. Getting two or three hand ranks added on to a straight or flush can make all the difference. Now, I won't claim to be the first to throw a Pieces deck up here on the site. I think Prodigy has that particular distinction. However, his approach was not the same as my approach.

Realistically, Pieces works perfectly in a mostly Bicycle type deck. I say mostly Bicycle, because it needs multiple copies of Pieces for it to be effective. I originally started out with a Den of Thieves Pieces deck, in an attempt to stack hand ranks and use Grifter nonsense via Monte Bank and Fred Aims to keep amping up influence while running a massive shell/mind game on my opponent by putting out Legendary Holster and LeMat Revolver, and waiting for Comin' Up Roses to show up. The structure, as I said, was mostly Bicycle but not quite, and my opponents would not know what they needed to worry about; was it the deeds I kept dropping? The Holster? The LeMats? What values are in the deck? checks discard pile Wait... This is a mess. Is it a dudes and deeds deck? Can't be, the deeds are all over the place. What the heck is this deck doing???

That version generated 12 ghost rock on day two after upkeep. It was a bit silly really, and the steady creep in influence kept other slide decks in check. Having more than enough rock to put down whatever cards I had in hand was an exciting change of pace from my other decks. I seem to have this curse of not being able to draw any deeds or drawing the one deed in the deck that I wouldn't be able to afford. This Den of Pieces deck eliminated that problem and was interesting to watch assemble itself. The problem with that deck was it wasn't reliably quick enough in getting things going, had a massive target with Fred Aims, and the early game was all stall until a couple Pieces came together and I had at least one Roses in hand to pull off a straight flush. Fun to play the slow burn, but not quite competitive enough.

I switched it over to a 108 Worldly Desires deck, and it began to run a bit smoother. The extra card sleaze available from the home plus Longwei Fu made getting the straight flushes more reliable. However, there were plenty of games where the Pieces just wouldn't come together or the Roses wouldn't come up. The deck just doesn't do well without getting the Pieces together at least, and the slowness was still there.

So this time, I went to the Fourth Ring to try and put Jia Mein (Exp.1) to work fetching out the Pieces as they went into the discard pile. This sped things up nicely. Possibly too nicely, as now the upkeep has to be watched more closely than in the other decks that took a bit more time and built an economy. Still, I have always felt that speed is the number one factor in determining competitive matches. The sooner you can get your deck to the mid-game, the sooner you can get to the endgame.

Funtime Freddy pulls out Fetch or Forget, which messes with your opponent's head in the worst way. Most Freddy strategy is Puppet or Soul Blast. They don't expect Fetch or Forget. The choice becomes a bit agonizing for them; what the heck is he doing with this deck? Why does he need Fetch or Forget? How does that play into this deck?

They're pretty much just to mess with the opponent's head and enable Jia's ability. That's it.

This version includes Inner Struggle. The yang to Pieces' yin. Increasing your hand rank is good. Decreasing their hand rank at the same time is better. And it's a condition Jia can yank into your hand.

Jia is his own meta mind game. Most opponents that know what's out there will look at the starting posse and surmise it to be a condition job deck. In a way it is, but not the same condition deck as what has been stomping around the meta. Or at least in my local meta. They will likely expect some fast aggression and prep for that, only to see you pull out Pieces and Struggles.

Jia is still a target, though. Having The Caretaker sitting at home with him should keep opponents from wanting to rush in on him though. Having a couple The Gambler's Guns out can make that decision a little harder to make.

For win condition, there are plenty of control points in deeds plus Nicodemus Whateley. Once the Pieces are out, move the heavies into town square and play a little chess. Usually by then your opponent will have a Struggle or two on their home. Shootouts will become really risky for them, and they will likely do everything they can to avoid getting into one. Ultimately, I don't want to go into a shootout without having at least one Roses in hand. Even though Pieces and Struggles shift things in your favor, having a Roses up your sleeve can mean the difference between having a full house rank or dead man's.

Why no LeMats here? I'd rather have the opponent worried about the Gambler's resolution and risking a cheatin' hand so they can get walloped with a Roses or Struggle. Having no cheatin' resolutions on the board gets them thinking they might be safe this once. Having LeMat out reminds them to not cheat to avoid the hand rank raise. Gambler's gives the opponent something to count on me using in the shootout, and while they take that into account they aren't thinking about what else I might be planning.

Risks: Legendary Holster and Shotgun can wreck things. Anything that avoids getting to the resolution phase of the shootout will also ruin the strategy. Rush decks that don't give you enough time to set up. Getting stuck cheatin' and having the Pieces backfire on you.

Other options: I am always fine with finding a way to get Allie Hensman into these decks, but protecting her is difficult before the Pieces are together. I'm also wondering how Full Moon Brotherhood would fair with this.

Play the long con(dition). Nasty Con Men. "Another Dumb Deck Idea" from twoeyedjack. Have fun!

4 comments
Nov 02, 2016 Prodigy

I love seeing other Putting The Pieces Together builds :)

This one will almost never cheat, so it can fully take advantage of the PTPTs and The Gambler's Gun with almost no risk.

However, I think you will have a very hard time actually making a straight or a flush (let alone a straight flush), even with a 4 stud plus other studs. I think even with a +4 hand rank bonus this deck would lose to the average shootout hand. Once it has a full +6 hand rank plus 1 or 2 Inner Struggle I could see it doing very well, but that is a LOT of setup and lots of upkeep.

Still, I like it! My 2 biggest problems with any Jia Mein (Exp.1) + PTPT deck I've built is 1) income and 2) once Jia gets kidnapped, it's basically game over... It sure is a lot of fun if you can keep him on the board, though!

Nov 03, 2016 twoeyedjack

The original Den of Thieves deck won 12 or so games in a row until it went up against a judge rush, and that was with no fetching of conditions and no Inner Struggle. Your mileage may vary.

This deck starts with 2 base income and has no trouble dropping deeds. The original deck ran deeds that had a minimum of +2 production and actually had too much rock even after three Pieces and Steven Wiles on the field. The Worldly Desires version ran the same way. My biggest headache was getting Pieces into my hand so I could set up everything.

Nov 04, 2016 Prodigy

Well if its winning that much its doing something right!

How can it makes so much money, though? You will definitely be winning lowball most of the time, so that's basically +3 income from the start. I don't understand how it makes any money beyond that, though. With such a loose structure your opponents should be sitting on every deed you play, and until you get those PTPTs and Inner Struggles, etc out you won't be able to afford to get in a shootout to get them off those deeds.

Nov 04, 2016 twoeyedjack

Ah. Difference in meta here. Folks in my area don't like going out to their opponent's deeds unless they might be able to out-chess them and win. Stems from having bad shootouts happen every time they do it, and rather than risk a shootout they wait to have some options for winning or figure out what the structure is for the opponent's deck.

This deck is nearly Bicycle, and in a meta full of 3-value full house structures they have trouble understanding this deck's approach at the start. Messes with their head.

As for income, it's a balance game. No one in my area runs a deny production/squat on deeds strategy very much, mostly because they don't want to get in a shootout over it unless they can win the game. And the deck runs some psychological warfare in that regard. If a player who is into Doomtown sat down and saw this opening posse and home, that player would not be saying, "This is a Pieces deck with no structure." They would likely be thinking, "This is a conditions aggro deck." Lowball hand won't really reveal anything, and they are on a defensive counter strategy expecting immediate hostility. This is the wrong strategy to beat the deck and buys a bit of time. By day two they might start to wonder why the condition job hasn't been run yet and begin to see there is no structure. By day three the deck typically has two or three Pieces out, and maybe a Struggle as well. At that point it is usually too late to switch strategies since shootouts have become extremely risky for them and squatting on deeds invites shootouts.

The deck bluffs the opponent by playing on their preconceived notions of deck types. If production is still some concern, you can swap over to a Den version. Start Fred Aims, Makaio, Travis, Ol' Howard to fetch Joker's Smile, and either Gomorra Lot Commission or Willa. Include Monte Banks to get on Fred to make him a Grifter quick so the home can raise his influence directly. Once B&B Attorneys hits, Fred gets two influence nearly every turn. Raising the lowball hand from high card to a cheating pair of aces usually still wins lowball and doesn't trigger Pieces. Rock piles up real fast, but protecting Fred is a real challenge.

Den version was fun but the problem was waiting around for Pieces and Roses to show up. Way too slow and unreliable to be competitive. I traded off some production for fetching the condition here.