Deck is chock full of Abominations. Hands tend towards legal- big spread of cards.
Deck is built unique path to victory gaining Control Points for Nicodemus Whateley{Q♠} ability: [While your dudes are at in-town deeds, they gain the ability: "Noon, Boot: If this dude has 1 or more influence, give Nicodemus a control point."]
And this is used in combination with Corporeal Twist- HEX:[Hex Shootout Hex 4, Boot: One opposing dude gets -1 bullets and -2 value. If that dude is aced or discarded during this shootout, this Huckster permanently gains 1 control point.]
All Dudes are Abominations EXCEPT- Nicodemus Whateley & Steele Archer
ABOMINATIONS Junior 4x Pagliaccio{2♠} 1x Funtime Freddy{3♠} 1x Steele Archer{4♠} 1x The Brute{4♠} 1x Bobo{6♠} 1x Arnold McCadish{7♠} 1x The Ghostly Gun{8♠} 1x Nicodemus Whateley{Q♠} 1x Smiling Tom{Q♠} 1x Ivor Hawley Experienced 1{K♠}
STARTERS: 1x Funtime Freddy{3♠} 1x Steele Archer{4♠}* 1x The Brute{4♠} 1x Jacqueline Isham{K♠}
Opening Move: Funtime Freddy{3♠} opens game with ability: [React, Boot: At the start of the game, ace Freddy. Search your deck for two different Hexes and reveal them. The player on your left chooses one to ace. Attach the other to one of your Hucksters (paying all costs). Discard a card.] The best choice of Hexes to offer are: HEXES: Summoning{6♥} & Puppet{4♥} Your opponent will choose and Ace one THEN attach the remaining Hex to Steele Archer
Opening Strategy: Terrorize opponent with starting squad, and everyone is expendable except Steele Archer. Build Steele Archer up big, and keep that Dude in play at all costs. When swap in Steele Archer Experience 1 because this Huckster has this awesome ability: [Noon: Unboot a Hex at this or an adjacent location. Its abilities may be used an additional time.] Also use Arnold McCadish to keep the best Dudes in play with this ability: [React, Pull, Boot: When a dude is discarded (not aced) as a casualty in a shootout, if the pull is higher than the dude's value, send that dude home booted instead.]
Middle Strategy: Bring abominations into play using Actions and Spells, and avoid spending $ when able. After Deeds start generating $ bring in the big guns: Nicodemus Whateley{Q♠} Smiling Tom{Q♠} Ivor Hawley Experienced 1{K♠}
BIG TIP: Attack frequently and often with just 1 or 2 Dudes at a time because the Discard Deck needs to get built up fast to get a good selection of Dudes available to be brought into play with Hexes and Actions. Discard to draw new cards whenever possible as well.
Finishing Strategy: When ready to seize the town focus utuilze Nicodemus Whateley and Corporeal Twist{4♥} to gain enough Control Points to win the game.
TIPS/TRICKS SWARM OF CLOWNS: What the deck lack in finase it makes up in CHAOS. Terroize opponent by attacking with the Pagliaccio{2♠} seperatlely. Sure you will end up with a lots and lots of dead clowns, BUT you will build your Discard Pile up fast to bring in the Big Guns for just a Ghost Rock or so.
HEXES & ACTIONS: Recruitment Drive{10♣} & Summoning{6♥} & Soul Cage{Q♥} you can build a horde of abiminations to wreak havok.
CONTROL POINT COMBO: Pagliaccio{2♠} + Bunkhouse{9♦} + Nicodemus Whateley{Q♠} = CONTROL POINTS!!!
FAST CASH: Recruitment Drive{10♣} + any Costly Abomination + Telegraph Office{9♦} = $$$ Use Recruitment Drive{10♣} to bring Dudes in and save 5 Ghost Rocks a pop, and then collect for the Telegraph Office{9♦} ability: [Controller Noon, Boot: Choose a dude that was brought into play this Noon phase. Gain ghost rock equal to the dude's influence.]
Use Jacqueline Isham{K♠} for leading Summoning{6♥} attacks because of this ability: [Repeat React: When Jacqueline joins a mark's posse, or a posse opposing a job, she becomes a stud.]
4 comments |
---|
Feb 01, 2016 madscience |
Feb 02, 2016
Sobotka
Madscience, Thanks! Please let me address: 1.) Starting Ghost Rock. ~ So starting Ghost Rock is a big deal; however Steele Archer automatically starts out with either Summoning{6♥} -or- Puppet{4♥}. If it happens to be Summoning then that allows playing an Abomination from your hand reducing its cost by 6 ghost rock. So effectively for the 1st turn you have 6 Ghost Rock for Dude Shopping, and if not at least you get a Hex for free. So Best Case Scenario you could start effectively up an extra 8 Ghost Rock (6 for Summoning & 2 for a free Hex). BUT... you are totally right that there should be just a few Ghost Rock held back, so THANKS- I just dropped 1 Dude. 2.) Too many cards fail too many pulls. You will never pull consistently with that many low value clubs, hearts, and Diamonds floating in the deck. Paralysis Mark is a waste at that point. mos The short reponse is with Hucksters at skill level 4 or better can easily make most Polls. And the low value clubs, hearts, and Diamonds floating in the deck have great effects. Most all of these are like really low pulls and the Hucksters are all 3 or higher. 3.) There is no draw structure. You can't win shootout hands You are totally correct that this deck draws weak hands more often than not, BUT some decks will care far more about the effects of the cards. This deck Aces opponents like you would not beleive though because by using Summoning{6♥}, Soul Cage{Q♥}, and the Actions like Recruitment Drive{10♣} & Hired Guns{A♣} I can bring Dudes into play several times faster than most other decks. With this deck you loose a lot of battles, but you are right back in. Just hitting a big hand every few hands is more than enough. Additionally some of the cards make for killer shootout hands- for instance take The Ghostly Gun{8♠} with the ability: [Resolution: Put The Ghostly Gun into your draw hand; he becomes the suit and value of your choice. Discard a card from your draw hand.] By using Summoning{6♥}, Soul Cage{Q♥}, or Recruitment Drive{10♣} I can get Recruitment Drive{10♣} back from the Discard Deck or even Boot Hill just about every turn, and having a Wild Card every now and again wins shootouts. Also Fetch{7♥} and Ace in the Hole{3♥} can make a killer shootout hand. Finally Summoning{5♥}, Corporeal Twist{6♥}, and Nicodemus Whateley{Q♠} all are good for amassing Control Points for the win. |
Feb 02, 2016
DoomDog
If you don't have any starting ghost rock, you can't equip Puppet or Summoning as they both cost 2. Freddy doesn't make the hex free. If you can't reliably win fights, how do you succeed with regular Summonings and Recruitment Drives to get your dudes into play? You seem over-reliant on getting Ghostly Gun and Ace in the Hole into play to actually win a shootout. Cards like Summoning and Soul Cage aren't any good when you fluff a shootout and have to discard the dude holding them, and if you're losing heavily and having to ace dudes, Recruitment Drive and Hired Guns won't be much help for bringing them back. A bunch of Pagliaccios attacking one at a time isn't going to terrify many people once they realise your deck has no draw structure, and once your opponent realises your deck can't back up your aggression your plan seems like it'll fall apart. |
Feb 03, 2016
madscience
Yes, As Doom Dog Stated, you don't get the Hex for Free. Funtime Specifically states (paying all costs) Second, With a huckster rating of 4, and your deck as currently constructed, you are going to struggle to consistently lock down dudes with a value of 10 or greater. While that still sounds great, it means that the most important dudes, the dudes that you are really needing to lock down, you aren't going to be able to get. Second on this point... How are you getting to a huckster rating of 4? As far as shootout hands. No. That's not going to work. That's not how this works. Running a deck that is meant to be aggressive (which you claim this to be, and you are running jobs), and not running a value structure, and not running anyway to take advantage of losing (Hot Lead Flyin' / Takin' Ya With Me), you are going to lose. A lot. I'm thinking right now that one of the following is true, possibly more than one of the following. 1.) You haven't been playing the game very long. 2.) You haven't played it with people sporting Tournament Caliber Decks. 3.) You have been playing primarily for fun. Now, I'm not saying that any of those are a problem. But what I am saying, is that if you take this deck that you have here to a tournament, you are going to have problems winning games. I'm linking here, my current Tournament Deck. This is what I plan to take to the Outlaw Series, and will be building upon to take to this year's Sheriff Events. This is an aggressive deck. This is a deck that means to start problems, and shoot people. Now, is it spells? No. But it's Soul Cage / Abominations, and it is highly efficient at it. If you would like to do Summoning / Raisin' Hell / Soul Cage, I can build a deck that will be better suited for that, and send you a link. |
Problems:
1.) Starting Ghost Rock.
2.) Too many cards fail too many pulls. You will never pull consistently with that many low value clubs, hearts, and Diamonds floating in the deck. Paralysis Mark is a waste at that point.
3.) There is no draw structure. You can't win shootout hands.