Card draw simulator |
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Derived from | |||
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Cruise Missiles | 34 | 44 | 5 |
Inspiration for | |||
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Hex Slingin' | 1 | 0 | 0 |
4R - Hex Slingin (NTNR) | 0 | 0 | 4 |
14 Hexes used for ability (except raising hell) as well as hex slinging, and to be a horse for Micah.
Starting GR: 7 before lowball Starting Influence: 3, shouldn't be an issue with 4 copies of steven wiles, and enough GR to play other dudes if needed
Steven Wiles - big influence, big stud combos with point blank, telegraph office
Going to run 3or 4 Forget in JHearts slot, to have 14 Js for draw.
4 comments |
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Nov 06, 2014 yoshi |
Nov 06, 2014
santorex
that's a good question yoshi. i actually threw that in there about forget before actually playing the deck. the idea is to have even more hexes to throw around and improve the draw structure a bit. that's good to know that you found 4 of to be too much, so maybe it'll be more along the lines of 2. not sure what to remove though, what do ya think? i'm really liking having 4x steven wilds as long as he doesn't get ace ;) |
Nov 07, 2014
yoshi
I ran a 4R with NTNR and 20 spells, I can tell you, there is no lack of spells with 20 of em' ;) I tried a variety of different starting dudes, Archer and Travis are out though, no room, better Dudes with NTNR and with that many spells Travis is less crucial. Posted my deck here in case you're interested. Need a lot of tweaking, thinking of throwing out all them Raising Hell actually. |
Nov 07, 2014 yoshi |
I ran a pretty good 4R pre-NTNR, which got kind of messed up by the addition of NTNR ;)
What aare you planning on removing for the 4 x Forget? I noticed when playing with Forget that it is not all that strong and 4of was kind of in exess, if just for the spell. Paralysis Mark otoh is terrifying :)
Also NTNR changed my dude-setup and starting dudes some, Archer is out, but I have a really hard time chosing who to start.