GadgetDogs 8s and Qs

published Jan 29, 2015 | | |
Card draw simulator
Odds: 0% – 0% – 0% – 0% more
Derived from
Gossip Girls v. 2 1 0 7
Inspiration for
GadgetDogs v. 2.1 2 2 1

Sincado 133

I wanted to clarify the strategy of the deck a bit, now that I have actually played against other players.

Your starting dude options are Lucy, Tommy, Roderick(soon to be Drew Beaumont), Mortimer, and Wendy. You can choose whom depending on what Outfits your opponent is running. Though Lucy is necessary in almost all but one of the line ups. Roderick, Tommy, and Lucy are the most ideal starters, as they allow for the most starting ghost rock as well as income, however, that's probably the least often used lineup. The most versatile lineup is Lucy, Roderick, and Wendy, allowing you to almost seemlessly time your tagging people with bounties with pulling off jobs like Kidnappin and Recruitment Drives, catching you up on the tempo you seem to lose.

The next most common lineup would be Lucy, Tommy, and Mortimer, freeing up more starting influence, while losing one upkeep, and freeing up one starting ghost rock over Drew. This line up is for the occasion that your opponent is also running Kidnappin, and you need your Auto Revolver on you mad scientist right away, giving you a potential 3 stud shooter, with a 1 stud assist, and a 1 draw to activate the Auto Revolver, basically ensuring turn one massive shootouts.

The last would seem to be starting Mortimer, Wendy, and either Lucy or Tommy, though I have no clue why you would need so many shooters right away...

Your most common plays will be making dudes wanted and sending Bounty Hunters after them while you sit at home building deeds and gadgets and at least a second shooter who is or can be made a 3 stud. Aside from occasionally taking deeds to lock your opponent out of income, most of the time, your dudes will sit at home, tapped out making gadgets or throwing bounties. Your two shooters however are integral. The deck has two ways to instigate shootouts or grab tempo, aside from Bounty Hunter; Kidnappin functions both to knock out big threats like hucksters with stacks on them, but it also combos with Wendy if you are going after isolated dudes, as you can use her ability to knock them out, winning you the action and discarding them anyways. Unprepared and Hiding in the Shadows guarantee that at least one of your shooters will get through, while actions like sun in your eyes have the potential of giving you a draw, while also activating Auto Revolver, basically negating the loss of a 1 stud.

Recruitment Drive also adds a lot of potential, especially with Wendy out, it's likely to be too intimidating for anyone to challenge, granting you another shooter or deed, depending on your present needs.

The shootout strategy is largely hand rank manipulation based, and thus fairly ghost rock intensive, making passing out bounties essential in the deck getting a boost in tempo. Combined, Barton and Tommy give you 2 chances to get plus 2 to hand rank, and 2 possibilities of a 1 boost. 3 Force Fields give you the ability to tie shootouts, while It's Not What You Know then has a high potential to become a bomb. Now do you see why it's good to bring Lucy to shootouts?

Hidin in the Shadows, Unprepared, and potentially Bounty Hunter are all ways of insuring smaller dudes like Lucy and Tommy will be safe in shootouts. Bounty Hunter forces your opponent to make that all important decision as to whether their shotgun or Soul Blast being untapped is worth having to go through a shootout with a 2 stud. Unprepared during a round where you won lowball is an almost perfect guarantee that your opponent won't be pulling any shenanigans on your weaker dudes during a shootout as well.

The draw structure is close to a 8 and Q shooter structure, to match Law Dogs fire power. There's a few 7s, 10a, and 5s thrown in to make forming legal hands a bit more likely in tighter situations, though I may tweak it to be a bit tighter as more cards are released.

The best I can give as advice is if you try this deck, watching your opponents movement patterns is key, and getting 1 dude, or waiting till all your opponents dudes are tapped down can be devastating, and this deck punishes those moments brutally, forcing your opponent to act from corners and expend all their shootout actions before you decide to make the turn get more serious.

Hopefully this breathes some life into gadget builds.

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