So, I'm writing this report from memory, waitin' for the plane. There may be errors and ommssions in my recollect'n, and I should probably keep a notepad at the table for post-game memoirs... but I already take up more than enough real-estate at the rates the 108 are chargin' these days, and I'd rather play more friendlies with my opponents.
One thing I'm darn sure of, though: Doomtown is great, Doomtown players/organizers have been superlatively good eggs in my experience, and PineBox and Pinnacle are heartily invested in tryin' to keep this big happy family playin' cards and imbibing beverages for many years to come. Now remember to get yer posterior over to the Kickstarter September 5 to keep this train rollin'! :)
Part One: Deck Design Discussion.
The sharp-eyed out there might notice this shares the same chassis as my Euros 2017 T8/Top Law Dog deck. This version is definitely iterative, rather than revolutionary, but the changes turned out to be important. In particular:
-1 Legendary Holster. Some say the first cut is the deepest, and for this deck it was (at least emotionally if not numerically). A main premise of the original deck was staying low to Holster troublesome dudes, and I was invested in making it work. The Holster was also the link to my first real Doomtown deck (Holster Clyde). In game, the Holster solved problems and served as a closer if a game went long. It also inspired fear and helped control the board from the moment it was attached. Without tutoring or multiple copies, however, it also did not reliably hit the table. (I was disappointed that, in the lone Euros game where it ended up in hand at all, it arrived before my economy started rolling and I accordingly had to discard it.) Plus, when you get right down to it, the Holster was/is a 'factotum' for a rather nasty Manitou, and I feel like Law Dogs oughtter be leadin' the charge to put that bad hombre in the ground, permanently, and not encouragin' such evil. My angst was soothed quickly enough, though, as opening up my values by ditchin' the holster meant I could comfortably run run:
+2 Unprepared I discovered in the last local #Halifax Doomtown meetup that both Peacemaker and The Mixer caused some pretty serious problems for my Euros deck. While Mugging solves many problems, those two are not included. While the Holster in theory cuts through this knotty problem, as noted above getting it into play was not reliable. The only real questions, therefore, were whether I would run 2 or 3 Unprepared and what cards I'd be cutting to make room.
-2 Inner Struggle. The struggle is real, as I discovered to my chagrin on day 2. This change left room, however, to replace one of the two copies with an alternate cheatin' resolution that packed a harder and more immediate punch. This turned out to be the right call, in the form of:
+1 Bottom Dealin'. This tournament's MVP, a little Bottom Dealin' saved my bacon in one match, closed out another, and gave me a chance of winning the T4 matchup against DesRow. The inclusion of another 2c also tightened up my structure a little, which isn't a bad thing most of the time.
The rest of the changes were essentially helpful tweaks:
+1 Cookin' Up Trouble, -1 Shiny Things. While the theoretical ability to lock down someone with 2 bounty for an Ol' Fashioned Hangin' sounds good on paper, in practice I found it rarely worth the opportunity cost over running another club. Shiny Things rarely eliminated the need to bait/outmaneuver my opponent to isolate the mark, and in the the one or two games where I isolated a dude, I felt as though I could have just run the job on that dude anyway given how play unfolded. Switching to Cookin' Up Trouble gave me a solid advantage in one match, seeing t1 or t2 that my opponent had no shootout actions or jobs. Running only x1 and playing a fairly fast deck, I didn't expect to see it often, so despite the small sample size I unreservedly think it was the right call.
-1 Abram Grothe, +1 Lucy Clover (Exp.1). 5 cost, 1 upkeep for a 2 stud 1 influence deputy isn't bad. 5 cost, 1 upkeep for a 2 stud, 2 influence deputy is better. Lucy helps me avoid or recover from influence reduction, and can be a useful bounty-pusher if Constance Daughtry isn't around. Though Lucy's ability is conditional, this deck tries to stack bounty on dudes; by the time you draw/play her, she should be a stud all the times that it matters.
+1 Peacemaker. Sun in Yer Eyes can be rough, especially if you only have one stud in the fight. While Faster on the Draw is usually enough, I wanted to have a backup or permanent option. It also tightens my 2's, and balances out the suits to hopefully reduce cheating.
-1 Lucinda "Lucy" Clover. The Ace value wasn't relevant with Holster out of the deck. While I like Lucy, paying 3 gr more for 2 stud bullets trade I think the deck can usually make. I needed to cut something to tighten up with Peacemaker, and she was the most expendable card (especially with the XP version in the deck)
Part Two: GenCon 2017 Main Event Report!
Is probably never coming, sadly. :( Got home, crashed. Woke up today, then crashed again. Fought mild con/plane flu, and worked. :( Many, many good games. Great opponents. Much fun. Such Doomtown. Robert broke my heart. ;-)
|Aug 23, 2017 Harlath|
|Aug 23, 2017 Prodigy|
|Aug 31, 2017 Redgar|