Morgan Fun

published Jul 20, 2018 | | |
Card draw simulator
Odds: 0% – 0% – 0% – 0% more
Derived from
Astral Land Slide v2.5 0 0 3
Inspiration for
None yet

WTGeoff 143

I finally have my kickstarter cards and its time to make a deck

8 comments
Jul 20, 2018 LPF

Looks solid i would recommend removing California Tax office Cooke's Nightcap and The Place. With this kind of loose structure deck it tends to be in your best interest to assume that your opponent will control your strongest deeds, and to avoid running anything that might be just as strong against you as for you since it is unlikely that you will be able to fight over it. You could easily replace those deeds with some of the 2 cost 1 production deeds like B&B Attorny's or Open Wound.

Jul 20, 2018 WTGeoff

@LPF So they will flock to my strongest deeds, but that is okay. Sequencing of what deeds you play when can cause a massive strain on the game and if you are able to successfully defend those deeds (which you should if you are going to put them into play) the payoff is colossal as compared to 2-1 deeds that don't have strong abilities.

Jul 20, 2018 thesirz

I definitely agree with the power of putting a strong deed into play and the benefit you can get from defending it, but I guess I just don't understand your plan to defend those deeds. Maybe if you have several Rumors in your hand, or can put them in play while your opponent will have to boot to get there, but with that you're better off going for the win with a 2cp deed than going for a bunch of ghostrock that your opponent will just be able to take advantage of starting next turn, aren't you?

I would also add R&D Ranch to the list of deeds that I feel would backfire against this deck.

Jul 20, 2018 thesirz

I definitely agree with the power of putting a strong deed into play and the benefit you can get from defending it, but I guess I just don't understand your plan to defend those deeds. Maybe if you have several Rumors in your hand, or can put them in play while your opponent will have to boot to get there, but with that you're better off going for the win with a 2cp deed than going for a bunch of ghostrock that your opponent will just be able to take advantage of starting next turn, aren't you?

I would also add R&D Ranch to the list of deeds that I feel would backfire against this deck.

Jul 20, 2018 WTGeoff

If you are in a situation where you wouldn't be forcing them to boot to move there or win that turn, you just don't play it. The volume of deeds in the deck is high enough that you are virtually never going to be in a situation where you are forced into playing any of them.

R&D Ranch is an out of town control point, so even if it never makes any income, 3 GR for an out of town control point is more than worth it.

Jul 20, 2018 jordan caldwell

Three non-Rowdy Saloons under 4 cost for Clem: Taff's Distillery, Explorer's Lodge, and Cliff's #4 Saloon.

Why Enapay?

Jul 20, 2018 WTGeoff

Enapay is 3 influence for controlling your own deeds for action purposes as well as the extra influence on someone else in a pinch. Very worthwhile for the 3 cost 2 upkeep.

Jul 20, 2018 WTGeoff

So for clarification:

This deck is the newest version of this that I forgot to link as a reference for "derived from" dtdb.co since that link should be able to follow all of the iterations of the deck back to the start (https://dtdb.co/en/decklist/9/astral-land-slide).

I stopped playing in the summer of 2015 because I was super bitter at AEG and couldn't support the product any more and also stopped playtesting. This deck here is the last version of my deck from playtest (the last set we were testing was I think the cycle before Blood Moon Rising) but updated with cards from the sets that came after we stopped. I actually played that exact decklist from 2015 at GenCon last year and unfortunately missed T8 on breakers which was sad.

There are valid builds for the deck that contain things like Pistol Whip or build around an actual draw structure, but I don't really like those at all. I prefer to play an incredibly passive game until a crucial turn where you can out-maneuver your opponent into the win. I just think it is a lot more fun to play.

The last change to the deck that I remember making was specifically cutting 4 Pistol Whips and 1 Coachwhip to go back to playing 4 Cooking Up Troubles and adding back a Too Much Attention.

I really dislike deeds that don't do anything for you (B&B Attorney-esque) or deeds that don't outweigh the downside of your opponent taking them. Cards like Cooke's Nightcap and The Place are massive liabilities if your opponent takes them but if they don't because they can't, you will pull incredibly far ahead. The same is true of a card like Circle M Ranch, but the benefit you get when they don't take them is just too massive to exclude them.

Stuff like including 1x Too Much Attention and 1x The Evidence is purely from me wanting to include cards that gave me outs to cards that would otherwise beat me. This deck cannot beat a deck like Felix and Fred without The Evidence. I don't even know if Felix and Fred saw the light of day post-playtest, but it also came about in playtest because of specifically me playing 10 different variations of Landslide every week because nobody else would.

I know that probably sounded somewhat egotistical and rambly, but I truly didn't mean it to be that way. I'll end up tweaking card choices here and there as I go, but GenCon last year told me that the more things change, the more they stay the same. I played against some super neat decks I hadn't seen in person and some decks that were the same as they always were. I was also one of, if not the only person playing this style of deck at the event.