Chefonk. 3/5. Ok first off Q is a good value and high enough for spell and gadget decks. 4-for-2 and 1 control point is nice, so this might see play just for this were it not for the card text that can hurt you pretty bad, loosing the game bad. While you cannot discard cards during sundown, you do get to draw an additional card. Drawing more cards is always great, since card draw wins games. On the other hand, not being able to play cards is a bad situation which takes time to get out of and not being able to discard in order to get the dude you need desperately or a deed that provides the much needed income might be a literal game breaker. Spirit Fortress will be happy about this, other decks should really think long and hard about playing this as it is not a deed that you can simply play without a planned-out setup.
Jhandy27. 4/5. I think this card is going to be some folks’ best friend and others worst nightmare. This allows you to have an extra card every turn, but at the cost of not discarding at the end of the turn. Caution: This can lead to clogged hands if you don’t have some other card cycling mechanism in your deck. If you can play your hand out every turn, this becomes an amazing card.
Nu_Fenix. I can’t decide how I feel about this card. I discard one less card during Sundown (so typically 0 now), but in exchange I’m getting an extra card, and who doesn’t like extra cards? I’m glad I have an extra choice for Q deeds now, as I’m not a fan of Testing Range or The Pharmacy, so having a third deed provides more options at that value.
Doomdog. 3/5. Another Holy Ground deed, but there’s still not a lot that interacts with that keyword. Abram Grothe will be happy though! The trait is potentially dangerous as you could end up stuck with a bad hand of cards, but if you can keep playing cards, then this deed gets you more options next turn. Killer Bunnies Casino will cancel out the downside of the trait.
Jedilanni. 4/5. Another Holy Ground deed with great value for pulls. This card is a double edged sword. Its ability may hurt, but if played wisely becomes an extra card per turn.