Inspector Gadget Deck

published Nov 16, 2014 | | |
Card draw simulator
Odds: 0% – 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

FearLord 19

The idea behind this deck is to make a fun Law Dog deck that can play with Gadgets. The deck starts with Andreas and Roderick in play in order to be able to invent from the start, and includes Travis to maximise the chance of getting some Gadgets from the beginning.

I haven't tried this yet, but the basic idea is to try and build Gadgets and economy ready for a late game push to take the town... The Key values are 3's, 5's and 8's which makes some of the pulls (Flamethrower and Plasma Drill) reasonable hard to pull off, so that will have to be kept in mind, but if Kyle Wagnar can be brought in, he can invent pretty much any thing else in the deck with an extremely high chance of success.

Interested in feedback - I'm not sure Law Dogs can really use Gadgets yet, but curious to see if anyone has tried something similar or could suggest some improvements?

4 comments
Nov 16, 2014 RainKing

I like the idea of using gadgets with Law Dogs, but I don't think they are there yet without splashing more Morgan dudes.

My suggestion would be to try to move more towards cards with higher values to ensure you will make the pulls for inventing the gadgets more often. As it is right now, with the dudes in your starting posse only 24/54 cards pulled will work for the Flame Thrower and the Plasma Drill. It's better for the Mechanical Horse and Force Field at 40/54, but that's still too risky for me. Including the Morgan Research Institute would help too.

Nov 17, 2014 FearLord

I think you're probably right on some of these points. After posting the list, I kept thinking about the Flame-Thrower in particular and how hard they would be to get into play. I also think it may be a bit Gadget heavy for a deck with only 3 Mad Scientists in it...

Telepathy Helmet is probably the most useful Gadget for this deck, as it can help to protect against shoot out actions some of the time, and always be useful for predicting some of the nastier tricks your opponent can pull on you in a turn (can he bring in more Control or Influence? Does he have a cheating card? - very useful) and Roderick Byre can invent it with all but 2 non-starter cards which is nice, but I think I might drop some of the harder Gadgets and some of the lower value cards (swapping 3's for something higher - need to give it some thoughts)...

Force Field is expensive, but if I'm reading it correctly, it should work very nicely with Tommy Harden, as I could equal my opponent's hand rank and then push mine up if he's cheating (need to check that works that way...)

I think I'm going to fiddle around with it a bit - its only really a bit of a jokey idea at the moment - mainly a way to use Andreas Andregg's abilities better and use some of the other mechanics of the game, but might become more viable / interesting as Saddlebags come out...

Thanks!

Nov 19, 2014 mplain

Tommy Harden's ability triggers on reveal, which is before resolution, which is when Force Field can be used. But it does work with Cheatin' Varmint!

Nov 20, 2014 FearLord

Ah, you're right - well that combo is less useful than I hoped... I'm considering vastly reducing the number of Gadgets and maybe just splashing in a few Telepathy Helmets which are pretty easy to invent, and would seem to be highly useful when playing with a Law Dog deck geared for shooting...