Spirit of Industry

published Dec 20, 2016 | | |
Card draw simulator
Odds: 0% – 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

twoeyedjack 122

It's "Another Dumb Deck Idea!" by twoeyedjack

Okay. This one is really dumb. No, like seriously dumb. As in, "Why would you ever run gadgets with Eagle Wardens?" dumb.

The idea stems off of Joseph Dusty Hill and his boo, Bethany Shiile. While one could probably do alright with other attire cards like Sunday Best or Knight's Chasuble and what have you, I wanted to take things to the ridiculous level.

Yagn's Mechanical Skeleton ridiculous level.

Now, I know what you're probably thinking. Jack, buddy, this is foolish. Eagle Wardens has no business messing around with gadgets. Why even bother including a Mad Scientist for only one gadget? Why?

Well, because I thought it might be fun to see if it could be done.

Joseph gets bullets and a Shaman skill boost from having an attire, and Bethany gives everyone an influence, a bullet, and a value bonus during Noon so long as they're wearing something. The more I looked at it, the more I got to thinking that Yagn's plus Spirits could be totally unexpected. And it is. Completely. The looks you will get from your opponent as they look at Roderick Byre, look at Gateway To Beyond, and try to puzzle out what the heck you were thinking. I love seeing that look.

The trouble of running Mad Scientists outside of Morgan or Law Dogs is that there are not many good dudes at high values. So this deck only has one back-up Scientist in Dr. Dawn Edwards. However, this also means you can throw in her alter-ego, Eve Henry, and potentially cycle them around. It is something I've wanted to do since the core set came out, and now there is a possibility of it happening. Joy!

Butch Deuces should always be used. You might be able to swap up for a Skeleton if you don't already have one, and at the very least you'll know what you're getting in lowball. I always have trouble drawing deeds no matter what deck I run, so that's another consideration.

The deck boasts three total Holy Ground locations. Shouldn't need more than that since the only spirit that will likely be worth unbooting is Ghostly Communion. With Joseph stomping around in his mechanical suit, giving him the ability to join a posse in Town Square or next to your home is kind of neat. I didn't include any other Holy Ground deeds as they were too low in value to auto-succeed the pulls needed. If you want to add in other Holy Ground deeds, that is up to you. I also did not include Tse-Che-Nako's Weaving for the same reason, nor Fire of Nanahbozho in favor of having a couple Fancy New Hats to help in case the Skeleton suits don't turn up.

The deck is surprisingly balanced between the four suits and has a good draw structure in case the opponent wants to come gunning for your scientists. I managed to fend off a Kidnappin' and a Town Square callout in the same turn, followed by another Kidnappin' the next day thanks to consistent good draw structure.

The deck's definite weakness is in production. Given a choice between inventing or playing a deed, play the deed and wait. Thankfully the deeds are all on the cheap side, and only one doesn't have a control point. Butch may help out here if your opening hand is not showing any deeds, which happens to me with every deck I play with uncanny frequency.

I have yet to see if Outgunned is worth having in this deck, as I haven't drawn them in the few games I've played so far.

The deck is goofy as hell and playing it is a bit like riding in an apple cart down a cobblestone street, but I had fun seeing Joseph and Bethany working together to scare up some serious bullet bonuses.

Mad Scientists and Eagle Wardens. That is the true Spirit of Industry. "Another Dumb Deck Idea!" from twoeyedjack. Have fun!

8 comments
Dec 20, 2016 DoomDog

Surely Outgunned is worth keeping since Joseph with Yagn's brings all the bullets to your posse. If only you had a way of making him into a stud...

On paper the Wardens look to work surprisingly well with a bunch of different gadgets. However, while I've relented on many other things I didn't like doing for thematic reasons, I've still never combined shamans and mad science in a proper deck.

Dec 21, 2016 twoeyedjack

Ghostly Communion. Shootout ability.

Dec 21, 2016 DoomDog

Heh. I completely forgot that had a shootout ability too.

Dec 21, 2016 Nobuyoki

Prob of Ghostly Communion is that it will limit you to fight in locations adjacent to your home or one of your holy ground deeds. That gives you access to the town square at least. Hydro-Puncher could be a good idea, but I think it's risky since you have only 2 mad scientists. Have you considered dropping one or two Silver Pheasant's Bounty for economy? Funny deck though, and it must puzzle everybody that plays a removal for its first action of the game ;D

Dec 21, 2016 Nobuyoki

Haha, don't mind part of the previous comment, didn't see your Spirit Trail . One on your home then the others on the deeds that you want to contest I suppose?

Dec 22, 2016 twoeyedjack

Correct. Also, Cliff's #4 Saloon. Drop deeds in one direction until you can put Cliff's adjacent to home. Or use Spirit Trail to connect it.

I'm telling you, the looks you get when you drop the starting posse. Confusion and head shaking. It's a delicious moment, whether you win or lose.

Dec 28, 2016 Hemlock666

Thematically, its not that far fetched if you consider the latest Deadlands novels. "Ghostwalkers" features a Sioux mad scientist as one of the lead characters ;)

I will try this deck out. Ive been meaning to find a cool way into the eagle wardens. This may be it.

Jan 02, 2017 twoeyedjack

Don't expect wins every time with this deck. It's meant to be fun, win or lose. There are no cards forcing a shootout, and economy is slow. Any deck that plays for speed or slide will outpace it, and it isn't a deck that you can auto-pilot to a win either.

Give it a shot. Hope you like it.