GadgetDogs v. 2.1

published Feb 09, 2015 | | |
Card draw simulator
Odds: 0% – 0% – 0% – 0% more
Derived from
GadgetDogs 8s and Qs 0 0 0
Inspiration for
None yet

Sincado 133

Completely revamped from it's original 8 and Q draw structure, the deck now sports 15x 6s, 15x 8s, and 7x 9s I guess is the third value, meaning you can pretty consistently at least get full houses and four of a kinds, potentially even if your shooter is alone and knocked down to a 0 draw.

The six value brought Bobo and One Good Turn to the table, both being effective cards for cycling back into the deck. As a bonus, it also brought the Holy Wheel Gun as well, yet another good gadget weapon that you won't mind bringing multiples of into shootouts. Thankfully, it also gives a good +2 bullets like Legendary Holster, but at half the cost and the added benefit of being able to play more than 1 at a time, so you won't mind throwing one on a Steven or Bobo and letting it cycle back into your deck next turn, as this just gives you more chances to draw 6s.

The 8 value stayed largely the same, except for the addition of 1 QuickDraw Handgun, mostly to bring the 8 value up to 15, while also being a potentially threatening card if it does manage to hit the board.

9s are the new tertiary value. As I had phased out the Q value, I realized I was losing the ForceField + INWYK combo, but fortunately I gained Cheatin Varmint which is usually all around cheaper but tends to be a bit less of a bomb, forcing you to work harder to take out those pesky Mario Cranes running around.

2 Unprepared and 1 Hidin in the Shadows were removed and replaced with 2 Telepathy Helmets. While I lost 1 overall shootout protection card, I feel that the Helmets are better overall as they remove themselves from your deck mostly permanently which is great as they are out of value, like Hidin and Unprepared were. Plus, once out, they can be passed around depending on your needs. Unfortunately Telepathy Helmets 3 value is way under what Drew Beauman needs to build the two other gadgets in the deck, so I opted to only run 2.

Speakin of Drew, the deck now sports a rather low 5 starting ghost rock and 1 upkeep, so the deeds had to be tweaked a bit. I opted for more conventional deeds, only one costs 4 while generating only 1 ghost rock, so the deck no longer punishes you for not drawing certain deeds like Bairds Build and General Store. Stage Coach doesn't generate ghost rock, but the 1 control point for 1 ghost rock as well as it's ability actually ends up being rather useful, definitely a great deed to play once your economy starts rolling.

Speakin of economy, you may have noticed after reading the deck list that there are some cards that stray a little from the decks efficiency strategy: Mortimer Parsons, Mario Crane, and the Undertakers. These cards are horribly inefficient when you're only starting 5 Ghost rock and 1 upkeep, however, they all have something to bring to the table that can capitalize on what this deck does. All of these cards aren't absolutely necessary for the deck to work, however, they do make great targets for the Recruitment Drive noon job. ;)

An interesting side note, as the deck unwinds during gameplay, you actually get closer to a straight flush via the Club values. That means the deck actually shoots better and better as the game progresses. I was starting to pull them off right after my first reshuffle when my friend and I were trying out the new Election Day Slaughter cards. So, with a little luck, you'll be outshooting most decks throughout the length of the game.

1 comments
Feb 09, 2015 db0

Good one and useful description!