Desolation Holster (Melbourne league second place)

published Nov 03, 2015 | | |
Card draw simulator
Odds: 0% – 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

watbob1 50

This is the deck I used during top four of the Eastern Melbourne Doomtown league, and regularly places highly in events.

It basically works as a very aggressive shoot-out deck that builds control VERY quickly (on average, 3 control points ever 2 turns, just on dudes).

The way this deck does this is put holster on dude, run Allie Hensman out to town square, get a control point, then run the paid rescue mission (aka deso row job) with the largest stud (often the dude with the holster)

Apart from that its not too hard, if you have 4 bullets then holster will only ever fail when it pulls itself, or if it hits one of your starting posse (this happens very rarely).

As a result, your opponent is terrified to get into a shootout with you, as there is a very high chance their best dude will get aced without any fight, and quite often against low value decks two guys will be aced (using a Shotgun).

Pretty much it just runs the best available dudes at the values, with a few special ones added in:

Junior: to find a holster late game, or to cut one out.

Fred Aims: to be brought in against any deedslide deck; infinite influence is never bad.

Pagliaccio: a cheap dude you can lose if a fight turns south, also works with shotgun to get that pesky 4 value guys (eg Marion Seville).

J.W. Byrne: This deck originally started Jack O'Hara; however, this meant you couldn't buy a holster before the first job, unless you won low ball (very rarely).

Pettigrew's Pawnshop: we play plenty of goods, so it will pay for itself

Outlaw Mask: gives J.W. Byrne an extra influence for 1 ghost rock, and late game can just camp out in town square.

The one major issue is the starting influence of 3. This is often overcome by playing guys with really good cost to influence ratio, threatening them with so much of your own control they can't play their own, or by straight up killing them.

Another issue is Unprepared, which can often make a shootout turn real bad; however, if you go in with another stud (often Barton Everest the first few shootouts) the draw structure is tight enough to allow a small loss, to sometimes even a tight win.

The guide to using Travis Moone is: if it has holster; keep.

5 comments
Nov 04, 2015 TDdoingthings

How have you found Civil War?

Nov 04, 2015 watbob1

@TDdoingthings I never actually got a chance to use it, both copies replaced Make 'em Sweat; which was an under performing card anyway.

Nov 04, 2015 watbob1

@TDdoingthings I have not yet had a chance to use Civil War; however, the two copies only replaced 2 copies of Make 'em Sweat, which was a super under performing card anyway

Dec 16, 2015 Nazull

Hi Can you explain how ur (on average, 3 control points ever 2 turns, just on dudes). As the home deed will only give 1 CP to each dude if they have 4 bounty on them.

Dec 17, 2015 watbob1

@Nazull so generally what happens is I run Allie Hensman out to the town square, boot her to get a control point, then run the job with another to get her home; and 2 bounty on that dude. Then next turn I run her out for the control point again, then run the job with the same dude to get 2 more bounty, for a total of 4 and a control point.

Meaning I get 1 control on the first turn, then 2 control the next turn.

Then you just normally throw the holster onto another dude, and run the job as them as the leader until the get their 4 bounty, then throw off the holster again; rinse and repeat.