[LawDogs][Duel][DMH] Turtle Law Dogs

published Nov 03, 2014 | | |
Card draw simulator
Odds: 0% – 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

lonewolf 40

The deck have 2 possible starting posse, depending what you are playing against. 4R & MMC: Wendy, Tommy (or Clementine), Travis Moone & Philip SG & LD: Sheriff Dave Montreal, Philip & Travis On one hand you have more dudes, to split for and Wendy against the opposing Hex's caster. On the other hand you have Sheriff to annoy the opposing shooter. The meaning of the deck is to build a turtle strategy, playing one deed on end of Turn 1, assuming your opponent can't trick you. On the next turn you play as many as possible Establishing after having set your big guns in the Square to make a wall, and profit from Allie's finishing ability. The deck draw DMH but is not based on it. You run as many Ace as you can and can trick your opponent (who expect legal hand from you with Sheriff) for easy Five o'a kind (YOU decide when it's time for bluff and to play an illegal hand). Many deeds are cycling ones as you wanna see your CPgrab cards and some Rumors to possibly make it easier to win. The deck lack a "killer" against some troublemaker dudes, like a pair of Bounty Hunters or Judge Summerset. But as it is, it's the optimized drawhand list. Feel dree to add "surprises" like a Bounty Hunter, Summerset or Clyde. But don't forget that the consistency of the deck need not to retrieve too many CPgrab cards nor any Aces.

1 comments
Nov 03, 2014 lonewolf

One last point: you can feel free to run Jokers or not at all. They just help to see a possible DMH, but that's more fluff than real efficiency, as you just want to grab and grab, 'til your opponent want to start the fight.