Because The Treadmill is a boring place to be.
If you think about it, deeds in Doomtown are an incredibly broken piece of game design.
"Would you like to spend 2 dollars and a card from your hand to give your opponent 1 control point when they need it?"
The idea behind this deck; what if we said "fuck no"?
The obvious first question is, what are we even doing for control if we pursue this? You have to make an attempt to win (that isn't just your opponent letting you cuck their CP). And if we were to truly forgo deed control, there's no great answer.
So we make the concession; instead of no deed CP, we do a single deed CP. But that deed is Hunter Protections, and it's our ride or die. We augment it with it's own effect, Technological Ex, and Smith & Robards (maybe it's a Japanese sort of Monogamy? IDK, analogies can only go so far).
To help this, along, we need:
That's really it. Because we're cherry picking across several values, we manage to get some pretty efficient dudes in the deck.
There's an argument to do this in LD (almost purely because Tommy is so good for making SF playable vs. set structure), but I think EN is right to let Arnold accelerate our income (thus dudes, thus CP).
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