Six-Shooter: Second Chamber (EN)

published Jul 28, 2020 | | |
Card draw simulator
Odds: 0% – 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

ironcache 196

The Event

This is a series of decks that was played for the online name-a-card event. The tournament had flexible deck-building rules, which I used to run a revolver setup.

The pre-cut decks (in order of play) were LD, EN, AN, FM, and FP. With 4 wins (LD/EN/FM/FP) and 1 loss (AN), the OL deck will get a chance in the cut.


The Deck

This deck is a redux of a classic. All-club Crane is almost as old as DTR. That archetype, traditionally with Allie in Sloane, does have some problems though, namely with the fragility of Crane and his ability to consistently pull legal flush with 1 stud.

It's fitting that Entrepreneur's Mad Science would rebuild this (better than it was before). Yagn's on Crane makes him much more of a threat; a 3 stud can very reliably get the legal flush (at least) in a 36 club deck. It also gives him some resiliency against effects such as Pistol Whip, and ASM further expands on that protection. Force Field also compliments Crane excellently, letting you pay much less on blowout loses, or tie for, effectively, 1 casualty vs. 0.

Regulators let's Crane get where he needs to be a little more. Add in some influence and win-cons (which also serve to help win lowball), and we have a deck.


The Game

Round 2 vs. Tybarsunsong

First up, our first attempt at a game got cut short due to mutually agreeing OCTGN issues were too bad, which may have been fortunate for me, as I never saw a turn 1 Yagn's, and my opponent claims his hand was great.

In our canon game, I did get a T1 Yagn's in the discard, which Maggie fished up for Crane, which he used to push for Frontier CP while my opponent invented some gadgets of his own. I ended up in the next round with a hand full of clubs, looking to fight, so I sat on my opponents Circle M, Hoping to pressure something. He moved Clippy into TS, I used Regulators back, and we engaged in one of the longest shootouts I've had in Doomtown. I stayed in it until my opponent's Joker's cycled back in (did not want to hit legal 5 vs. flush, which is too much without FF). I accidentally stated one round too long, but he never caught the legal 5. On the flip side, my opponent tried to Pinned Down Mario, but had a Hydro-Puncher available that he should've led in with (as my unbooted gadget let me ASM the Pinned).

The entire shootout ended up being benign; my flushes never killed his dudes, but his hands couldn't kill Mario. I made my escape, and we went into another round, where I put a Hiding on Mario, moved through TS, took a fight in his Circle M, where I Pistol Whipped out Clippy, and used ASM offensively to prevent a Devil's Six from entering the shootout via Luke, with the goal of hoping a legal flush would manage to beat whatever a studless posse could muster up. Which worked; two pair caused two dudes to get removed from the board, which was enough, with the existing CP played out (one of which coming from a Moving Forward lowball play; who says Unprepared is the best 10C?), to win the game.


The Lessons

  • Really consider order-of-operations; my opponent may very well of won if he had booted my Yagn's with Hydro-Puncher before the Pinned play.
  • Tracking discard is important. But equally important, if you're tracking for cycling, make sure you factor in how many cards they're going to draw. I put Crane at risk unnecessarily.
1 comments
Jul 28, 2020 Harlath

Thanks for the list and commentary. I really like it when "order of operations" as you put it matters. :)