Forth Ring Hex Slingin' 3-0

published Aug 23, 2015 | | |
Card draw simulator
Odds: 0% – 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

pasjc2001 6

Basics: This is a Q-J-10 deck (16-14-13). This was designed to make sure all of your pulls are successful, except if a Corporeal Twist is pulled (but it's so, so useful)

Dudes: The key to this deck is not to forget to use Funtime Freddy's Grifter ability. I always go for Corporeal Twist or Forget. Shadow Walk is too important to risk. I always place the left over hex on The Flying Popescus as that will get you halfway to your requirement for the +1 influence. The Brute and Pagliaccio are there because the text is powerful for the initial cost. Leonardo "Leon" Cavallo is for the influence.

For the other dudes, Nicodemus Whateley can win the game on his own, especially if you just park your dudes at in town deeds. Max Baine (Exp.1) is for value. All others could be played due to the game text.

Play Soul Cage on The Flying Popescus as your first first play for that card, as it'll stud them for the shootouts (and you don't boot it to make the play). Shadow Walk is probably the best of the 3 Hexes in this deck, as it lets you join a shootout from anywhere, and then make another play directly after. Carter's Bounties is also the best deed because it does the same thing as Shadow Walk, so you can add 2 guys to a shootout from anywhere.

I have yet to use Hex Slingin', or even have it in my hand. I may drop it for another action, or to add 2 goods to the hand.

The Jokers are optional, but useful for shootouts.

1 comments
Aug 25, 2015 pasjc2001

Every time I play with this deck, I smoke the competition in about 15 minutes, with the exception of the draw where we both had to quit. And I've only gotten the Soul Cage out in the first 2 games (as of the posting of this comment, the deck is 5-0-1).