Requiem For A Good Cow

published Apr 06, 2016 | | |
Card draw simulator
Odds: 0% – 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

Sincado 133

A low value shooting castle Morgan deck using 2s, 3s, 4s, and 4 off value 6s to consistently crank out low value gadgets like Mutant Cattle, and Auto Gatling.
William Specks is the hero of the deck, allowing you to always succeed with the mutant cattles outrageous skill check when using technological exhibition, while also being able to succeed with the other skill checks while at the Wagner Ranch. Obviously he's going to be a huge target, but soon enough you will be drawing other skilled scientists to take up the slack should he be taken out. Jen should be the first dude to get a Mutant Cattle, since she will become a 3 stud. Once she is able to shoot, and you've managed to attach an auto Gatling to your home of Wagner's, park her in town square, and begin using TE to generate control points. Use Rope and Ride to bring your opponents dudes into the direct line of fire of your auto gatlings, to suddenly have a 5 stud in a shootout.

Requiem gives you two options on how to use your cattle. If you tie and are winning, you can use requiem to get out of acing your own dude, or to cover two casualties in case you are losing in a bad way. Otherwise, just use the mutant cattle as a discard to take an opponents dude out during a loss.

This is an early idea, so I'm completely open to suggestions and welcome any feedback.

4 comments
Apr 06, 2016 Baron_Fel

I think you are missing that Mutant Cattle has a difficulty of 9, so you aren't going to be able to invent it.

Apr 06, 2016 Baron_Fel

Ah, I forgot about Technological Exhibition lowering difficulty by 5, but that still seems odd to only be able to invent one of your gadgets by succeeding a job.

Apr 06, 2016 twoeyedjack

Only things I notice is Rope and Ride won't work with TE, since it's a job and not a callout. Low values become targets for Paralysis Mark and Shotgun, but I've been wondering how a TE/Mutant Cattle deck might work out. Solid work here.

Apr 11, 2016 Sincado

Yeah, the goal was to get the Mutant Cattle out without any chance to fail, which at the moment requires you to either start with one in your posse, or using TE. The deck is incredibly vulnerable in the first turn or so, hence the Auto Gatling and Rope and Ride combo being used to threaten your opponent out of town square. TE isn't probably going to be grabbing you control points right away. You're going to want to get some gatlings up and TE on what ever deed has the protection set up for you. Once you get a couple Mutant Cattles though, go right on ahead and mark the town square when you decide to build more stuff, you may even be able to lose your mutant cattle during a TE, just to end up rebuilding it but now with the added bonus of a control point.