Make things. Ride things. Build places. Make money. Science will bring prosperity to this town, even if we have to burn it to the ground. Mrs. Morgan has goals in mind.
Wagner provides dedicated inventing, while Specks helps with all those gadgets, ranches and distant Deeds. Duck and weave for a while until the scientists charge up. Some horse wranglin' will get a Mechanical Horse for Miss Chuan.
It isn't a sharply focused deck. Every little bit adds up. There are some strikes, some ranches, some casinos, some movement, and some strange-looking cattle.
Control Points are somewhat low (8 possible), but it generates lots of Ghost Rock for your mild-mannered geniuses to become studs and take out any influential opposition opposed to Gomorra's progress.
2xA - 2x2 - 0x3 - 0x4 - 3x5 - 12x6 - 8x7 - 16x8 - 1x9 - 1x10 - 1xJ - 4xQ - 2xK
We usually play multiplayer, and in previous games the deck has built up to 11 Deeds and 12 Ghost Rock per Upkeep. It keeps moving and shoots well, even in instances where a Clown Control deck kept phantom fingering the Flame-Thrower and Force Field. A Slight Modification proved vital. Only the Morgan deck turtling nearby with a bunch of influence-laden Dudes kept me from winning.
3 comments |
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Dec 09, 2015 RainKing |
Dec 09, 2015
RainKing
Nevermind. I just reread it. I thought the dude had to be a gadget to use the ghost rock on it. Sorry. |
Dec 09, 2015
Polarbeast
I originally passed over that card for the same reason, thinking I'd never use it since I don't really do Gadget Dude decks much. I was happy to realize otherwise. It happens to fit this draw structure, too. Haven't pulled it up in play yet, though. I'll probably get rid of the Mutant Cattle in favor of a second copy. |
What is the Recursive Motion Machine for? You have no Gadget dudes.