7s and 8s for shooting. I don't love Mechanical Horse but need something to replace it with. I'd like to try Plasma Drill but I don't see that gelling with this deck and I'm trying to avoid more low values.
4 comments |
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Nov 25, 2014 spyke7977 |
Nov 25, 2014
Otomo
Thanks for the tips. My old version had more horses that I took out for new cards! Whoops. agree on Steven wiles over the others and when I get some promos will throw him in-- my others are currently in another deck. I'll probably have to find room for some horses or perhaps swap dudes. Why not Lillian? Big influence and her ability is Awesome. |
Nov 26, 2014
Darguth
I'd agree that your draw structure is pretty loose, and you don't really have the economy to just avoid shootouts and out-build your opponent. You've got (not counting starters): 7's: 12 8's: 14 9's: 8 That's only 34 cards out of your 50 card deck (again, not counting starters). I, personally, like to run 40 or more on-value cards for a 3-value shootout deck. So I'd try to find some ways to shore that up. An obvious are for improvement is in your Deeds. You don't lose all that much by doubling-up on your on-value deeds, as you typically (in my experience) only need a handful to actually see play to be able to win, so the duplicates won't harm you too much. Honestly...I'm not that impressed with the 9-value slot for MCC. There aren't really any great actions in that slot, first of all. Magical Distraction does nothing for you and Fresh Horses is of marginal utility. Cheatin' Varmint isn't bad, but it's not great either. Next, you have marginally useful deeds. The Bunkhouse is "eh" and the Research Institute I feel is unnecessary. A good Science deck in the current meta shouldn't need the skill bonus. So I really feel you're setting yourself up to hand an opposing 4R player extra Huckster rating to abuse. For goods you have Mechanical Horse and Tin Star. Tin Star is barely good in LD, it's a coaster for the other factions. Mechanical Horse can be good, but it needs a real strong economy to be great. You're running a Science deck, not an Econ deck, so it will probably only ever be "just OK" for you. It'd be fine if the rest of the 9-value slot was strong for you, but it's not really. Last, let's look at Dudes. You have Jarret, Dr. Dawn, and Wendy. Jarret is great and so is Wendy (though, obviously) more expensive for you. Wendy also took a reasonable hit in NTNR thanks to the likes of Forget, Paralysis Mark, and Too Much Attention so she's not the all-star she was in the base set. Dr. Dawn is bad, don't play her. So for the 9-value slot you're looking at 1 rock solid card in Jarret and then 3 decent cards in Wendy (off-faction), Mechanical Horse, and Cheatin' Varmint. It's really hard to flesh out that value with just those cards, and I think you have better options elsewhere. My recommendation would be to divest in 9's and invest in 6's. In that slot you get Elander as a good out-of-the-deck-backup scientist and influence as well as Bobo for a poor-man's Steven Wiles. The deeds are all rock-solid for you. For goods all you have is the Roan, but the Roan ain't bad especially if you start Blake and pack Pistol Whips. For actions you've got One Good Turn which is solid, and then also Concealed Weapons which allows you to bait with the Flame Throwers potentially. "Oh, you want to kidnap Wagner? Guess what...he's a 4 Stud and you're taking extra casualties if you lose." The only real downside I see from this switch would be the Flame-Throwers are difficulty 8. So a 6 will fail for anyone but Wagner or Elander, so if you lose Wagner early and rely on Roderick for your back-up science you might fail this pull occasionally. I find that tradeoff worthwhile, though, personally. |
Dec 01, 2014
lonewolf
I would give a try to a set up with James 007 Ghetty and try 4x Hired Help. |
I like what you've got going here. The shootout structure is fairly strong, maybe add 1 more value to round it out? I find myself relying on three values, usually 10, 11, 12/13 of what ever values i want. Usually works nicely.
The lack of horses makes me wonder why you have so many dudes that have horse-related powers (3 Dudes for 4 Horses). Maybe scrap both Lane and Jon for 2 more Stevens, or maybe keep 1 Lane and 3 Stevens if you decide to keep the Mechanical Horses (which I highly recommend). This concern also includes Jarret, his power is really good but I'm wondering how often you might be able to take advantage of it? If the answer is not enough then I'd suggest replacing him (Maybe Ramiro?).
Finally, what is Lillian doing in there?
Well hope that helps!