9 comments |
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Nov 23, 2015 mplain |
Nov 23, 2015
Baron_Fel
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Nov 24, 2015
kollatt
I haven't completely decided on the ideal home for the deck yet, but so far I prefer getting the extra card filtering and action from the stables than the benefits that come from the Gadgetorium. All of my horses cost 1 so the first is free, which is similar to netting the ghost rock from the other box, and I don't find that I'm inventing too many gadgets per turn. Usually just 1-2. But there's certainly more playtesting to be done so it's always possible for a change. |
Nov 24, 2015
db0
What's the reason for the 1x Asyncoil? |
Nov 24, 2015
ccbstickman
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Nov 24, 2015
kollatt
Honestly I want sure about going all in on x8 horses since only one starting dude strongly benefited from them, so one gun seemed fine in case i drew it. It's still gives a hefty bonus to Jen and if you're in a desperate spot you can always pray 'n pull. I guess it's.. experimental. :) |
Nov 26, 2015
DoomDog
Ignoring the ability, the Asyncoil gun is still a +2 bullet boost that can make your stud dudes quite scary! |
Dec 03, 2015
TybarSunsong
I'm actually really curious why you didn't add in a Testing Range to help unboot your mad scientists. Did you find having one or two booted to not be a major problem? |
Dec 05, 2015
kollatt
It's out of draw structure and costs money for it's ability without any return. Not really worth it. |
So, would this deck become better if you swap Stables with Gadgetorium? More cards to play at a discounted price, more gadgets to build per turn... Or do you have some awesome stories to tell about how useful an extra Noon or Shootout play can be? Please tell! :)