Basically a Super Mario deck. It's based off of the cards I have, so it might not be optimal with other cards which are available.
The idea is to get Mario with a Force Field and either a Holy Wheel Gun or Quickdraw Handgun. Quickdraw is good for making people think twice about cheating. The actions help in shootouts as well as Cheatin' punishment. Kidnappin' is run to draw out key dudes which are turtled(I'm thinking of your Mad Scientists)
Draw structure is looking for Straight Flushes in clubs with values from 3-8. I also backed that with 3's, 6's, and 8's in the other suites to make it a hybrid Straight Flush/Full House structure.
It plays pretty well. Last time I went against a 108 Hot Flyin' Kick deck which it whittled down 8 guys in town square to 3 total. I was left with little in the army, but still was pretty cool to be able to do =) Economy seems to work okay at 12 cards available, haven't really had a problem with it.
Overall I'm happy with the deck, but I'm always looking to improve so I'd love to hear what you all have to say!
2 comments |
---|
Feb 20, 2016 db0 |
Feb 22, 2016
BreakingPoint0
I had forgotten about that! Thanks for reminding me |
Just FYI "Super Mario" is a specific kind of deck archetype, where you start with Mario Crane and build your deck around drawing flushes in every hand and relying on that to grind down your opponent (since you can't lose unless they pull a 5 of a kind).