Pretty straightforward deck. Spend the early turns marking 1-2 dudes as Wanted, and then press your aggressive shooting as the town starts building.
The draw structure is very tight (41 on-value cards and five 10's as a backup value). With many strong lead shooters (Wendy, Ramiro, Steven, Wylie, etc.) to choose from you shouldn't have a hard time getting large enough hands to reliably pull legal Full Houses and often with the option to go with an illegal 4-Of or 5-Of hand as well.
Use the Bounty Hunters early in turns you want to press a larger shootout somewhere in town. This can draw out your opponent's defensive actions and Cheatin' cards, keeping your expensive dudes safer in the shootout to come.
The obvious weakness of this deck is two-fold: 1.) Low starting influence. 2.) Expensive influence in the deck.
You can get yourself in a stick situation against Control decks, which I would say are this deck's worst match-up. Your economy is not strong enough to flood the board with dudes, so you'll often have fewer dudes on the board and less ghost rock to play new ones/replacements.
Your win condition is to generally get around 3-4 CP and then aggressively go after your opponent's Influence to knock them down. This deck needs a couple of turns of setup, and then should become increasingly aggressive as the game progresses.
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