AUTOMATONS ACTIVATED

published Feb 26, 2015 | | |
Card draw simulator
Odds: 0% – 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
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madmaps 143

Would appreciate any advice.

Not a big fan of gadgets as I don't like having to boot a dude to invent them. Seems like a super high cost to me as a dude is out of the game for a whole day, especially compared to hucksters who can pile on as many spells as they like. And it's not like hexes are weaker than gadgets, often the reverse is true.

Anyway, this deck seeks to put a robot on a horse with a holy wheel gun taking down said hucksters.

14 comments
Feb 27, 2015 hairywookie

Best advice I can give is that you don't have to boot to equip a gadget. You may need to boot it to use it or boot yourself in some rare circumstances, but to invent\equip just make a shopping play and make a pull. Does that make gadgets better? Telepathy helmets are ace.

Feb 27, 2015 mplain

You need to boot a mad scientist in order to invent a gadget. It's in the rules, dude.

Also, robots cannot ride horses. "Cards cannot move or boot Quaterman".

Feb 27, 2015 LordManHammer

I am playing a very similar deck tomorrow in a tournament, except I dropped the horses, dont use concealed weapons and the stakes just rose AND has a lot less dudes in it. Do you only have 1 core set?

Feb 27, 2015 madmaps

Thanks for the tip that QUATERMAN doesn't like horses. Maybe I'll swap them for Auto-Revolver.

But I feel that Mad Scientist decks have the odds stacked against them.

Feb 27, 2015 AdmiralGT

Does this have to be a Morgan deck? Could you use Drew Beauman to invent gadgets and go for a Law Dogs Mad Science. The downside being with so many 3s that only Mad Science 2 can guarantee inventing and that's all in Morgan.

I'm not sure James Ghetty is a great starter here either since he's basically only good for Hired Help and the Stud bullet or until you see Remy. He's great with Flamethrower and Force Field since it's basically free bullets or hand ranks but otherwise I think you're overpaying for an ability you'll rarely use. Roderick Byre gives you 2 extra GR and an income for the loss of a stud.

One last minor thing. I'd probably double up on Stagecoach office rather than R&D ranch. You're starting at 29% pull on a Club and 50% on 2 pulls. Not sure I fancy my chances of booting Irvine there to reduce the cost! I think it's best used with Kyle but he's not going to be there as he needs to invent.

Feb 27, 2015 madmaps

Thanks - good advice! It can't be Law Dogs until they get a Mad Scientist 2. You're right about Ghetty and Stagecoach Office.

Feb 27, 2015 mplain

James Ghetty is actually pretty good even without Flame-Throwers, those gunslingers from Hired Help are quite handy. I'd take 2x Rémy Lapointe though, he's worth it.

Oh, and you cannot use James's money to pay for Force Field, it's a Resolution, not a Shootout ability.

Feb 27, 2015 ax4jim

Hired Guns can NOT be purchased from James Getty. His ability says "The ghost rock may be used to pay for Shootout abilities." i.e. Remy Lapointe. Hired Guns is a shootout "action" not ability. Consider that.

Feb 27, 2015 madmaps

Actually just checked this on the AEG rules form. It appears your supposition is incorrect. Getty can use his ghost rock to purchase Hired Guns.

Feb 27, 2015 ax4jim

Where does it say that? This is the link to the latest rules and FAQ. www.alderac.com it says under James Getty - May NOT be used to pay secondary costs, such as paying for an Abomination brought into play using Raising Hell. It does not say may be used to pay for Hired Guns.

Feb 27, 2015 AdmiralGT

www.alderac.com Can we please stop using Hired Guns when we mean Hired Help. You certainly can't use James Ghetty for Hired Guns (it's a Noon play) but you can for Hired Help.

Feb 27, 2015 ax4jim

I stand corrected, and sorry for the misuse of Hired Guns...you know what we meant

Feb 27, 2015 mplain

Sure lotsa rules experts around here ;)

Feb 27, 2015 madmaps

So the AEG forum says that QUATERMAN can be used with 6H Roan as it is not a movement card, it's a prevent from booting card. So my 6 hearts slot is overcrowded now! I could use the 9H Mechanical Horse's second ability instead, but that may be too many gadgets for my booted Mad Scientists to create. I might be ready by turn 5 if you all wouldn't mind waiting for me to set up.