If they are playing 16x3 then you will basically always win Lowball. Keeping the focus in Lowball, they are going to cheat in Lowball a fair bit. So your Coachwhips and One Good Turns are going to be especially valuable. Because you are going to win Lowball, Pearlys is less important UNLESS they built one first and then you need to build your own and hope they don't know how priority works or walk over and take theirs. If neither of these happen, just Discard your Pistol Whips.
If they start influence light, just wait it out and drop more than they can handle in a turn. This is where your two control deeds shine. They are your reach for sealing a game. If you drop them early that is bad unless you're dedicated to protecting them. Giving your opponent 2 control for their 1 influence is disadvantage you.
Sequence your deeds wisely and take theirs when you can. They are going to want to sit in your buildings. If they do that, take theirs. If they have to send their own guys back to take their deeds back they aren't in yours.
Allie is their clock and their win condition. You start with 7 influence. She gets at least one a turn. You can boot her with Too Much Attention and she is priority target #1 for it.
Kidnappings. Just refuse them and get discarded. There is no point in trying to oppose them when you have enough dudes to be able to replace them as they are being targeted. If you just drop all of your cash into buildings, this is going to backfire. Pace your plays and sequence correctly. Don't put people like Max and Lillian into play until you feel like you might untap with them or you need them to bite it to save someone else more important like Broc.
Sandbag your Evidence until you absolutely have to since their Aims is going to get a lot of influence from kidnapping your guys at home. This is the actual reason why you play it.
Because if the nature of the deck, they are going to be times when the Sloane deck is all tapped out and you can make some real progress. If you think you can set yourself up for a huge turn next time, build for that. They have the long game because of Allie, but she is target #1 for Coachwhips and Too Much Attention. Until that clock is going to strike midnight, don't do anything risky and don't lose the game for yourself.
TL;DR: Sequence your plays. Wait for the opportunity to play aggressive and do it, otherwise turtle.
Alright so Sloane v Morgan Control.
If they are playing 16x3 then you will basically always win Lowball. Keeping the focus in Lowball, they are going to cheat in Lowball a fair bit. So your Coachwhips and One Good Turns are going to be especially valuable. Because you are going to win Lowball, Pearlys is less important UNLESS they built one first and then you need to build your own and hope they don't know how priority works or walk over and take theirs. If neither of these happen, just Discard your Pistol Whips.
If they start influence light, just wait it out and drop more than they can handle in a turn. This is where your two control deeds shine. They are your reach for sealing a game. If you drop them early that is bad unless you're dedicated to protecting them. Giving your opponent 2 control for their 1 influence is disadvantage you.
Sequence your deeds wisely and take theirs when you can. They are going to want to sit in your buildings. If they do that, take theirs. If they have to send their own guys back to take their deeds back they aren't in yours.
Allie is their clock and their win condition. You start with 7 influence. She gets at least one a turn. You can boot her with Too Much Attention and she is priority target #1 for it.
Kidnappings. Just refuse them and get discarded. There is no point in trying to oppose them when you have enough dudes to be able to replace them as they are being targeted. If you just drop all of your cash into buildings, this is going to backfire. Pace your plays and sequence correctly. Don't put people like Max and Lillian into play until you feel like you might untap with them or you need them to bite it to save someone else more important like Broc.
Sandbag your Evidence until you absolutely have to since their Aims is going to get a lot of influence from kidnapping your guys at home. This is the actual reason why you play it.
Because if the nature of the deck, they are going to be times when the Sloane deck is all tapped out and you can make some real progress. If you think you can set yourself up for a huge turn next time, build for that. They have the long game because of Allie, but she is target #1 for Coachwhips and Too Much Attention. Until that clock is going to strike midnight, don't do anything risky and don't lose the game for yourself.
TL;DR: Sequence your plays. Wait for the opportunity to play aggressive and do it, otherwise turtle.