Sliding Teeth

published Aug 11, 2015 | | |
Card draw simulator
Odds: 0% – 0% – 0% – 0% more
Derived from
Sliding Teeth 0 0 0
Inspiration for
Blood Slide 0 0 0

Donny 125

Landslide with teeth. Updated following 11th August Hurstville event, where I went 3-0 to win the night (beating a more standard Morgan Landslide, 4th Ring Control and Law Dogs T1 Judge).

Starts Dr Arden and plays high value cards, which gives you one kill action on the board. Because a lot of the high value deeds have 2 CPs, and you win lowball a lot, you can get enough control on the board in a couple of turns to threaten most decks. Then the game starts...

Your actions are there for attrition. Unprepared locks someone down so they can't move again, and is useful against gear and hex decks to remove any movement actions they may have. It also lowers bullet ratings, which is helpful for Takin' Ya With Me, which gives you more attrition - throwing Travis into a fight and taking someone else with him can deny your opponent key influence. Lastly, Flight is a killer if you end up sending several guys with influence home booted - it can end the game right there.

As ever, 1x The Evidence for Fred.

3 comments
Aug 12, 2015 Doowa

With that many spades, don't you send home (or even Ace) Dr. Arden Gillman often? When do you seek a fight yourself? never like normal deedslide or? seems risci with that draw structure :)

Aug 12, 2015 Kahkalack

I like the idea, though I feel like I'd want to make room for 4x Rumors somewhere in there.

Aug 14, 2015 Donny

@Doowa: I ace him fairly often, yes. But that's fine - if I take out a 2 influence guy on the other side, I net a positive influence score, and I lose my only guy with upkeep, which makes my economy faster. With a deck like this, if my opponent and I both have fewer guys with influence on the table, that's good for the player with more deeds (me!).

I typically don't seek fights, but against other slide decks, the draw structure is good enough to ensure that I'm the one taking their deeds and winning the game. And while the draw structure isn't good enough to pick fights, it's good enough to occasionally pull a nasty surprise against someone who overextends against you.

@Kahkalack Yes, that's the obvious card I'm most missing. If you want to add it, Jacqueline is the first on the block, and maybe the 4th Flight. But I'd generally rather see another deed than a Rumors; sure, Rumors can net you a win a turn early, but the strength of the deck is that it's really hard to stop once it gets going, and Rumors is useless in every turn except the last one.

For example, in one game, against 4th Ring Control in the battle of the undefeated decks the other night, my opponent played smart and sat on my first two deeds, starving me of early income. I played it slow, though, and by only playing 1 CP deeds stopped him from being able to beat me early. And since their own economy is so weak, they couldn't close the game out... so eventually I had enough to start the landslide, and the game was sealed. Rumors would have done nothing to win that game; it would have ended it a turn sooner, but the difficult part of the game is building early momentum on income, and Rumors doesn't help there. Reserves or One Good Turn would actually be more useful.