Bairds Deedslide

published Apr 08, 2025 | | |
Card draw simulator
Odds: 0% – 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

martianmh 1

So this is a deedslide deck. It seems to work well in most areas, except fighting. The aim is to avoid combat if you can. Kidnapping and Ambushes are your bane. Its also a straight flush deck running diamonds from 6 to Jack

Some tricks in piloting it that Ive noticed.

Ol' Howard : Allows you to start the game with a deed. I usually have Baird's Build and Load to save you two ghostrock each turn on building, but if the opponent has one or two dudes with upkeep in their starting pose, try California Tax Office. It becomes unbooted from the start of turn two, and then they either need to keep a ghost rock unspent each round, or sacrifice a dude to sit on the tax office. And very few of your dudes have upkeep so its a win win. Best case is when they forget about it, go to zero ghost rock, and then have to discard their upkeep dude. Another good option could be Bairds debt collection agency. You get money for their deeds as well as your own.

Lowball : As its a straight flush deck and the other numbers are scattered, you will usually win most low balls whilst uncheating, as its unlikely to a straight flush on 5 cards. You often win even against other straight flush decks whose numbers are tighter bunched.

Clementine Lepp : If you can put a saloon down, put it next to the Ol'Howard Deed, further away from your house. Reason is Lepp can boot over to it, giving you +1 Influence AND +1 production (from your home ability) and she cant be called out. A good trick is place a saloon, let the opponent put their 1 influence dude into it, then boot Lepp in, you still control it, they cant call you out and they have to boot to leave it :-)

The other adjacent deed to your house. You can move a dude like Irving over to it, unbooted as its adjacent, get the bonus +1 production, and if a opponent comes in you can still boot home without getting into a fight, and another of their dudes is tied up.

The zero control deeds : These should be your priority first of all. They make you money, tie up opponents if they sit on them to deny you income, and dont give away control. Mr Baird can fetch them from discard for you. The out of town deeds are GOLD for this.

Infuence : As you give away deeds with control, keep bringing in more dudes. They all give you influence except MAE and the brute, who are insurance incase you get into a fight. Otherwise, just sit your dudes at home usually. If the opponent is all booted, feel free to wander out and take some of his deeds. The horse is expecially good for this.

Combat : This is your weakness. Dont get into fights if you can. If you get ambushed or kidnapped its probally better to cut your losses and lose the dude, unless you have Mae or the brute and want to risk a round. That said, it is a straight flush deck, and especially if you have a few studs in the deck, you should stand a chance. If you have everything's coming up roses, and they cheat, you should be able to make a straight flush and win the first round. But dont push it, go home, you will probally lose the second round.

Winning : By round three you should be making significant money. Keep flooding deedsand uping your dudes so your influnence keeps pace with the control your giving away. Your opponent will be spread across the board to get your control points. At that point, you deliver a knock out blow by using any or all of the three following : Drop as many control deeds as you can (dont forget you get a extra card with your home ability), invading their deeds that are unguarded as they are sitting on your deeds, and using a well placed rumors to deny that 1 influence dude on your deed both their influence AND the control point they were guarding

0 comments