I made a couple of adjustments to this deck since I last published it, namely the addition of Fred Aims for when you suspect slide and Willa Mae MacGowan as an optional starting posse member. She's great for just "noping" out of a bad shootout if you need it. I also added a couple of off-value Unprepared, because it's just too good not to.
The goal is the same as many DR decks: Allie Hensman to Town Square, boot for a control, and run the job to bring her home. What's nice about this deck is that even if your opponent calls out Allie after she boots, you can have up to 4 unbooted dudes (provided Travis Moone doesn't grift) join the shootout due to Sloane's trait. Alternatively, you can bring them into the job's posse on the next turn if they don't call her out.
Obviously, the success of the job is incredibly important, as you will be making 1 gr per day if you win lowball, and you're losing gr if you lose lowball. Cards like Bowie Knife, The Stakes Just Rose, and Pinto help to keep a decently powered stud dude in the shootout and help counter strong shootout actions like Pistol Whip, Sun in Yer Eyes, or Jade Rabbit kung-fu.
Other tools in your toolbox include Shotgun for those low value pests, Hiding in the Shadows to ensure Sloane stays a 4+ stud, various cheatin' resolutions, and strong shootout actions. If you manage to drop one of the Hunter Protections, your control points can start racking up extremely quickly, especially with Makaio Kaleo, Esq. being able to move your bounty around.
Finally, draw structure. Two values, 3 and 7 have 15 cards each (loosened from 16 last time I posted). You have a back up (straight) flush, with Comin' Up Roses to help if you need it.
Overall, this is a really fun deck that can generate tons of control without having to drop a ton of deeds. It's risky, but man is it fun!
|Aug 08, 2017 Harlath|
|Aug 08, 2017 jordan caldwell|
|Aug 11, 2017 Zeetoois|
|Aug 14, 2017 jaythejester|
|Aug 14, 2017 Zeetoois|