Make a deck that tried to strike a good midway point between Control, Shooting, and Sliding, and get the best of all three worlds: spread them thin with sliding and controlling techniques, forcing them to take fights in your favour and finish the job with guns and influence control.
This deck managed to get the worst of all three worlds:
The result is that this deck really didn't do anything except durdle about a few turns and then take losing fights. Isn't fair to lay it all on the deck's shoulders though. Some misplays on my end. With that said:
As best I can recall them anyway; writing this all in post.
At this point, with a 1-3 record, I dropped from the event.
| 5 comments |
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| Feb 19, 2026 TybarSunsong |
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Feb 19, 2026
DrTraveler
From Tybar’s comment, maybe cut the low value Spades to work on the clubs on value? |
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Feb 20, 2026
DoomDog
It looks to me like the deck is too dude heavy and that hurts its card throughput. To keep the Influence count up maybe swap some of them out for Fancy New Hats? |
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Feb 21, 2026
ironcache
If I was to run this again, I would: - Start more effective bullets (I think Lawrence out, Agent P. in, would be a start, though preference to a mobile 2 stud). - Get to 16/16 (likely at the cost of the off-value dudes). - Consider going from 10 to K as a value (or at the very least, swap off UA; it basically never felt useful. If I did keep UA, I'd get some of the 2 cost dudes on the values in the deck to actually be able to use the card in a pinch). |
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Mar 01, 2026
DrTraveler
Torn on the usefulness of UA. Great for getting a clutch dude from a lowball cheat. Not so great for playing the dude |
Thoughts on squeezing in a 4th 10 of Clubs from somewhere?
Or maybe another 9 of Clubs?
Either way would make the shootout hands just a tad more consistent I think.