Deed • Control 0 • Cost 2 • Production 0

Controller Noon Job, Boot: Your skilled dude leads a job marking this deed. If successful, this deed gains +1 control point and +1 production permanently.

"There are no such things as applied sciences, only applications of science." -Louis Pasteur, Revue Scientifique, 1871
• Teejay Ralph Villahermosa • Ghost Town #19 | Weird West Edition #128
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Chefonk. 3/5. This deed provides no initial income, making it more of a mid to late game card that fits in with Morgan gadgets that need time to build up. Generating control points in a hurry while increasing your income can be the main win option if you manage to defend this deed and run the job each turn. Attach an Auto-Gatling to it, and you will probably have no difficulty in doing so. Another reason to run this is the big advantage it gives against non-shooter decks like Slide and Spirit Fortress. Your opponent will almost certainly not oppose the job and you can stack up control and income to match theirs. Those decks will probably have a harder time coming up with enough influence to deal with your steadily increasing number of control. Nines are a decent value for gadgets and most spell-based decks, making this a good one-of in those builds.

Jhandy27. 3/5. This card scream “silly win condition” to me, but I can’t see how. I can see stacking a few CPs if your opponent is turtling up effectively creating your own Allie if you happen to have a dude with a skill. Note that it doesn’t say which skil, so it will most likely be a skill you don’t actually use. I see this as a very strong card, and nice to see 9 getting some love for a change.

Nu_Fenix. Assuming your opponent doesn’t walk to the town square immediately after you play this, this is one of the safest jobs you can ever run. Whilst it needs a skilled dude, starting with two of them in your posse still allows you to do something with the other. Even if the ability never gets to trigger again, it becomes an acceptable 2/1 deed. Once you go beyond that, it becomes a more interesting target for the opponent to sit on and either deny income or try to win with the control points from it.

Doomdog. 4/5. This deed can act like a game winning time bomb for skilled decks that are able to defend it. Spirit Fortresses and Scientists can attach Totems and Auto-Gatling’s respectively to defend it, while Blessed can put some hard-to-kill dudes in the way to defend any attempts to take it. Hucksters can use their Puppets, Phantasms, Paralysis Marks, and Blood Curses to keep opponents away. Jank combo with Prayer or Mayfair Family Deck making your meanest shooter into a skilled dude to take advantage of this? Heck yeah!

Jedilanni. 5/5. Another way for skill decks to win faster.