This should work, but it doesn't, any ideas
7 comments |
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Feb 15, 2015 mplain |
Feb 15, 2015
Andy
The idea is to guarantee a shootout one turn one so bad company kicks off plus Silas ramps |
Feb 15, 2015
mplain
So what exactly isn't working? |
Feb 15, 2015
Andy
That's it I don't know. It falls over in shootouts, which given the draw structure makes no sense... Its a shame as I really like this deck, but it just doesn't play well |
Feb 16, 2015
Teramaze
your value are to spear out over with 14-3s, 14-5,13-5s. 41 cards and not a lot of studs or getting into play quickly. I think if you drop down to 2 main shoot values. 16 of shootout value then allow you to get a few more studs into play and maybe a few jobs to force the shootout you want. a few idea like hired guns or recruitment drive, and Election Day slaughter maybe 2 copies of each of them. |
Feb 16, 2015
mplain
As for shootout structure, I'd cut one of each goods in favor of more dudes at 5 and 7. Right now you can only get a full house with those values. I'd also max the deeds at 3 and 5, maybe at the expense of a couple Unprepared. Is there any particular reason you're running Cheatin' Varmint over Coachwhip or Bottom Dealin'? You could also replace 2x Kidnappin' with Pinned Down to help you get the upper hand in shootouts. The main question is not really the shootout structure, I guess, but the usefulness of Silas Aims + Bad Company combo. Is it really worth it? |
Feb 16, 2015
Andy
For 2gr silas can quickly become a monster in this deck, however i really do like tge points you have made, might make this recoverable, cause i really like the concept of the deck |
Easy. You're playing the wrong Allie!