Dude • Stud 1 • Influence 2 • Cost 7 • Upkeep 1
Mad Scientist 0

Noon: Boot Cooper's Gadget to pull. If the Gadget is Experimental make an additional pull. For each pull, if it is a:

* Diamond, draw a card then discard a card

* Heart, Cooper gains +2 bullets

* Spade, Coop gains +1 influence

* Club, boot Cooper

• Cheyenne Wright • Hell's Comin' With Me #11
Reviews
By on

I want to get out in front of this and take all the blame for any madness that Cooper brings to your world.

Totally unpredictable effect (since we lack solid deck stacking, which is good).

a little pricey, sure, but a stud Mad Scientist who could possibly be a 5 stud (9 if that experimental gadget is Aetheric Shockwave Inducer

Boom!