Tumbling Plasma Rangers

published Jan 31, 2016 | | |
Card draw simulator
Odds: 0% – 0% – 0% – 0% more
Derived from
ranching gone wrong 0 0 0
Inspiration for
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Sobotka 17

Primarily a 2-6-9 deck leaning toward legal hands. Maximum Maneuverability with Science/Magic Combos. Maximum Maneuverability with lotsa Horses and maneuverability abilities, Out of town Deeds for defense. With this deck Dudes can practically be in two places at once, and run circles around other posses.

Opening Moves: GRIFTER Genesee "Gina" Tailfeathers [React, Boot: At the start of the game, discard a card from your play hand to draw 2 cards] Search for Deeds for $.

1st Turn: Use all three Dudes very aggressively to start. Bring Deeds into play for $. Use Eve Henry for first casualty to bring Dr. Dawn Edwards into play.

2nd Turn: Keep bring Deeds into play. Saddle up and power up with horses, magic and gadget items.

Strategy:
Bring out of town Deeds and horses into play first. Play defensively at first.

PLASMA DRILL [Noon, Pay 1 Ghost Rock, Boot: Boot this Dude and choose a deed at an adjacent location to have its owner pay ghost rock equal to its production. If they cannot or do not, discard the deed (any dudes there go home booted).] When used in combination DOYLE's HOYLE the PLASMA GUN making surefire hits can lay waste to an opponent's Deeds.

Make use of José Morales and Richard Slavin- both are from different Outfits, BUT a 1 ghost rock per turn extra they are worth it.

Minor Trick: Kyle Wagner/DOYLE's HOYLE/The R&D RANCH COMBO: Using all 3 together can safely guarantee 4 ghost rock per turn.

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