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
By on


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.


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.


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