Wanna play First Peoples but don't wanna win with influence at time? Have I got the deck for you! This is the deck i took to first place at the Hunting Ground Tournament in Tuscon Arizona.
The Goal: Get enough movement, and ghost summoning powers to allow yourself to control fights and the board.
Strengths: Lots of soak from tokens. Extra influence from tokens. Lots of extra studs from tokens. Enough movement and shootout control to have some interesting options and decisions.
Weaknesses: Not a whole lot of in deck influence, no way of calling people out at home makes the slide match up very dependent on first and second turn draws.
Some match up Experience:
Horses: Pretty similar decks both like to build up. You have a lot more soak they have calling the Calvary. Typically you can fight faster than they can unless they draw a fist full of pedros on turn one. Try to shut down their econ and block the maggie job if they under commit. They might have more explosive shootouts but if you can survive round one loosing only tokens then push into round to and blow them up.
Law Dogs Bounty: Turn one bounty hunter is a little scary. Especially if they are packing point blank. Not to much can be done about that. Pray for unprepared or guiding wind i guess. Other than that the matchup isnt too bad. The big plays and power cards of dogs are significantly less scary once you have some ghosts online. Just need to make it to that point and you should be fine.
Slide: Pray to the rng gods that you draw many speak as one and ghostly communion in your opening hand. If you do you can control a lot of the board. Its not a good match up for this version. If your worried about slide i would go lower on point blanks and outgunned and grab yourself more influence or some callout jobs.
Anarchist Good Stuff: Not a difficult match up once again soak makes any traditional fighting deck have some problems against this deck.
Legendary Holster Hit and Run: Strange Matchup. Really depends on what you draw and what they end up doing. Ancestor tokens are the deciding factor in this matchup use them aggressively and just call out the holster holder as often as possible. Its not a full proof solution by any means but the decks structure is strong enough that they might have to pull the trigger on a token just to make sure they are safe. If there is a bunch of this in your meta. Lower point blanks and outgunned and grab some callout jobs.
CP Rush: Its a race. If you get enough token generation in the first turn or so to fight them then do so otherwise youll probably loose before you set up. Spread your spells out to lessen the impact of pistol whip and you should be okay.
|Jun 26, 2019 Findegil|
|Jun 26, 2019 DoomDog|
|Jun 27, 2019 LPF|
|Jun 28, 2019 Harlath|
|Jun 29, 2019 LPF|
|Jun 29, 2019 Harlath|