Okay, so here's the beta phase of my fearmongers/mechanical abomination horde deck.
My idea is to win by having players too scared to attack the horde. With many cards that can bring abominations back from Boot Hill or discard, and some that can summon them as shootout or cheatin' actions, ideally it'll give the opponents pause for concern. In the mean time, I can build up my forces, and also gain CP from some of my other cards. That being said, frequent attacks will also be made to wear them down. At the start, I'll use Ol' Howard to bring out a Clanton Ranch, for #Richard Slavin to start mining in. I don't have a good way of securing his success, though, so he'll probably only succeed every second or third day. But then, it can bring back goods. Perhaps get rid of a few actions in favour of some more goods will increase his odds, although only slightly.
I usually play in a three-way with two good friends, so I can sit back and let them fight out for that card too. I only ever play with friends, and none of us go for the 16x3 deck structure (although, one of my friends is making a dead man's hand deck), although I do intentionally have a lot of Ks and 8s. I have a number of cheatin' cards, although not many that are actions.
There are several cards that I ended up taking out, but if anyone thinks they're useful in this, please let me know! They are: The Ghostly Gun (took him out in favour of The Wretched and Horace Manse Dabney Scuttlesby The Caretaker Zeb Whateley-Dupont (cool card, but had he been an abomination, I'd have been more likely to keep him) Claws
The fluff idea is an archaeological dig to uncover some mysterious ruins leads to bad things!
So, does anyone have any thoughts or opinions? Perhaps strategies that'd work really well with this, or new cards/ideas I hadn't thought of?
Thanks in advance for your suggestions!
Thanks too for @DoomDog @Findegil, @Benni and @Lapp for their previous feedback. Some of it I've used, some has inspired me to change in different ways! :)
10 comments |
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Dec 07, 2019 DoomDog |
Dec 08, 2019
Bojangles
The Whateley Estate is a card I really wanted for its overall look, but I can't for the life of me see much value in its ability. It seems very rare (at least in the games I've played) for items to ever get aced. |
Dec 08, 2019
Bojangles
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Dec 08, 2019
Bojangles
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Dec 08, 2019
Doowa
I still don’t think Margaret Hagerty is worth a starting position. I’d probably take Valeria Batten instead who brings both Mad Science and Stud bonus. I’d also change every card below value 8 (except Clanton Ranch and bolster 8 deeds + other good high value cards, so you don’t fail pulls. Consider Force Field, A Slight Modification, Rich Man's Guard Dog and perhaps change The Winning Agenda to something else. The Ol' Howard idea is great fun and with a tighter structure, you’re even more likely to benefit. Perhaps consider another outfit if you’re playing a lot of multiplayer as TS can be even harder to control? |
Dec 08, 2019
Bojangles
That being said, I do think I need more red cards, to make the likelihood of Richard Slavin succeeding a bit greater. Perhaps throwing in a Doyle's Hoyle for him might be more useful. I admit, I did quite like the A Slight Modification and Force Field cards and had originally wanted them. Perhaps a couple Signing Over the Stores may be warranted after all, to bring in these sort of cards... In which case, I might dump Junior (I do really like him, but he can't bring any gadgets). Probably also #Faceless One. I do quite like the The Blighted too, especially how they're yet another, different method of recursion, so it can become quite solid. I admit, I have been thinking of changing the outfit too. Oddities of Nature seems to fit, since my gang is all about abominations, however it does have a big limitation that I need to be in the TS. Bayou Vermilion Railroad sounds alright, but then I don't have enough mystical items to make it worthwhile. So, I'm thinking perhaps Full Moon Brotherhood instead. |
Dec 09, 2019
Bojangles
Here's the current thought. A few changes to this deck, hopefully it's an improvement! I'm not sure if I'm meant to be publishing each of these though... (I assumed if it wasn't published, then people couldn't see it, like a draft?) |
Dec 09, 2019
Bojangles
Here's the current thought. A few changes to this deck, hopefully it's an improvement! I'm not sure if I'm meant to be publishing each of these though... (I assumed if it wasn't published, then people couldn't see it, like a draft?) |
Dec 09, 2019
Bojangles
Here's the current thought. A few changes to this deck, hopefully it's an improvement! I'm not sure if I'm meant to be publishing each of these though... (I assumed if it wasn't published, then people couldn't see it, like a draft?) |
Dec 09, 2019
Doowa
If/ when you like to a “view” site of a deck, we can all see it via the link, but we can’t comment. |
Looks pretty cool. I'd swap out a couple of deeds for eights to shore up the shootout structure a bit and allow more potential for legal 4 and 5 of a kinds - maybe drop Clanton Ranch and Gateway Station for Pat's Perch and Circle M Ranch? Lula's Exploit is another option if you want more locations for Richard Slavin to go digging at. Going with Pat's and Lula's would drop the amount of CP in your deck, but you could make up for that elsewhere by swapping an Open Wound for The Whateley Estate.
With the new-look starting posse, you don't have enough ghost rock to buy the Undertaker with Ol' Howard (assuming that's still the plan).