Explorer's Lodge seems to combo well with the Tunnels/FiHP to let jump in and kick out the occupant (or pay to unboot your own Dude)?
Also Moving Forward would be great for loeball-tutoring for the The Whateley Estate (or a Surveyor's Office against an oot-heavy opponent?
This is why The Sanatorium over other homes. Also, if you don't want influence, you can always opt for Huckster skill, which amounts to a +3 swing (or potentially +6 with Ambrose Douglas) on a single key Puppet pull.
I am happy with the Clubs as is, both ability and structure, because once I've layed 7+ spells, the deck has the option to initiate shootouts with isolated targets with a reasonable margin of success.
If Moving Forward were to get put in, it would be with a corresponding change in structure (out 9's, Q's, or K's, in 10's), none of which this deck currently wants to explore.
Absolutely, I get that Puppet (backed up by Sanatorium) is the primary use for the Tunnel's extra action, I was just proposing Explorer's Lodge as an additional combo.
Oh that is a good idea.
Question is which 9 deed to trade out!?
Are you sure you want to delete this decklist?
Designed and built by @alsciende. dtdb.co Creator/Maintainer Emeritus @platypusDT.
Maintained by Blargg.
Bug reports and Feature Requests on BitBucket
DoomtownDB is supported by the community to stay ad-free. Donate here.
Doomtown: Reloaded and Deadlands copyright .