People of Science, People of Action
I took this deck into two tournaments, top 8 in one (The Online Name-A-Card Event), and ended up winning the other (the Ranger event)
This deck is a direct response to two things from my previous mad science deck (https://dtdb.co/en/deck/view/36826)
So instead, I made a deck that could, and often did, invent gadgets, but didn't actually have to to fight. (I won a couple of games with only maybe 1 gadget on the board, and often none in fights).
My main strategy was to try to do the hard read on my opponent and figure out if I should build up or fight early.
If I could, I'd puy POST-A-TRON out to make money on the first day, possibly baiting out an early fight, and often repelling my opponent after a round or two.
I'd always try to invent at least two gadgets as soon as I could. One was usually kept unbooted for ASM, the other would be kept unbooted to either use its ability or to use with Smith & Robard's.
The card cycling turned out to be key in several matches, as was the control point on the gadget. I often was able to force my opponent into a fight by tossing that extra control point out.
While this was an interesting deck, I actually didn't enjoy playing it nearly as much as some of my other gadget decks over the years...I often didn't get to play any fun combos, and mostly just fought a lot of shootouts, often without gadgets and just gambling on a good, solid deck structure to carry me through.
|Oct 04, 2020 TybarSunsong|