4R Control - 1st Place Berkeley Sheriff Event

published Sep 13, 2015 | | |
Card draw simulator
Odds: 0% – 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

alaric11 39

Undefeated in 4 rounds. Pretty standard stuff. 4R control is the deck that really clicked with me back when DT:R had only 2 expansions. It really helped me learn the mechanics of the game and put the focus on the actual win condition, instead of derp fighting every chance I got with Sloane. I highly recommend it to newish players.

My opponents in order were- Judge Harry clubs deck- Huge pressure on me all game of course. Leon and Travis were aced in the first noon action on the first day, I tried to Lepus but he played a legal straight flush which was boosted to a dead mans with Tommy. After that I was able to move the Poppy's into position with a forget and stop him for most of the rest of the game. He had a jail in his starter but he never discarded a guy on his Harry jobs, only aced so it did nothing for him. I eventually got out enough deeds and double rumors/double blood cursed him into losing.

Gadgetorium "Jen" deck- He had a Mechanical Horse as his first play of the game and it game me hell the whole game. Even after booting her with Leon or P-Mark he still had a completely mobile 2 influence to out-manuevre me with. I focused on making him spend his money and eventually was able to pin Jen and the rest of his crew down and win the game. During this game I made a blunder and left Leon booted and unprotected, and he moved in for the kill, but Lepus sent all three of his dudes home and saved my bacon big time.

Old School Sloane- He came after me so hard and so fast I basically sat at home for the first 2-3 days. He used his outfit to give him some early control points although I tried to stop it with the rank 12 phantasm unsuccessfully. He had huge pressure the entire game and even had me in check several times, but once there was enough deeds on the board the person in check swung wildly almost every move. In the last moment I was able to steal victory out from under him by playing the Old Man and booting him out to my Pat's Perch and moving all of my remaining dudes out to his deeds.

Morgan Cattle Co- My hardest game. This particular oppenent is pretty much twice as good as me, but I happened to get extremely lucky all game. He had nothing but shootout abilities for the first 2-3 days and I was able to build up my hexes and deeds unmolested. He started with around 9 influence though and kept adding more. He even played and kept Steven for 3 or 4 days without discarding him. It remained a close game throughout and I eventually won with a Steven of my own. I'm not too sure what he was playing but it definitely not a shooting deck. In the last play I had to use Travis to call out his Irving or I would have lost. I managed to kill Irving with a 2 pair to his Jack High. He was controlling my pharmacy so losing Irving was a 4 point swing and that was it.

My last 2 games were filmed although I'm not sure where they will be uploaded to I will try to add them in the comments once I find out.

Some notes on the deck-

Going in I knew I wanted another huckster so I was going to add either micah exp or Jia. Both cost the same and are huck 1, but Jia has 1 more influence and an upkeep. They both have a shootout ability but neither matters because you never want to shoot with this deck. I ended up choosing Jia for her higher pull value and influence and it actually won me a game when I pulled jia on the rank 12 phantasm to move a Steven off of my pharmacy. If it were Micah instead of Jia i would have been in big trouble.

Magical distraction is almost useless. It made sense to run it before Flight of the Lepus, but now flight can handle all of your cheating punishment just fine. It can kick dudes off of your deeds in low-ball or triple pistol whip your opponent. Amazing card. I'm probably going to swap it out for Too Much Attention.

Pharmacy is really a double edged sword. Any time you play it your opponent is going to push for it aggressively, and if they take it they will undo one of your P-Marks, which is devastating. I probably won't take it out, because I love to un-boot Leo after using his noon action, but just keep in mind that it is going to be a hotly contested 2 control point deed all game long. Best to play directly adjacent to your home so you can send your hexes at anyone who tries to invade it.

4 comments
Sep 14, 2015 Gozik

Cool build. Did gadgetorium play quatermens?

Sep 14, 2015 alaric11

Not that I saw, he didn't invent too much. Just a horse and fate dispenser that I remember.

Sep 15, 2015 mplain

@alaric11this is just super control, in the sense that your draw structure is reeeally shallow :) My concern is, if you expect to lose every forced shootout or job, then don't you want more dudes in the deck to substitute for the ones that get discarded or aced? Plus, lose to win cards like Takin' would seem to be very useful in a deck like this.

Sep 15, 2015 alaric11

Yeah jobs can really hurt but with three starting hucksters out you have a small buffer of dudes to keep you in the game. a Micah exp and Avie exp instead of magical distraction is probably the way to go. Most dudes in 8-k value are a bit too expensive though and end up as being dead cards a lot of the time. I've never tried takin but I prefer to ignore any cards that help in shootouts. I rather play to my strengths and just take my lumps in any shoot out I can't avoid. You can get the occasional full house and getting regular straights is pretty common. I mostly focus on not cheating when I'm forced to draw. Even if I don't have Lepus in hand I rather not risk any cheating resolutions.