Hi,
I've
top2ed a 16-player tournament in Warsaw, Poland on 28. November with
the below Landslide deck. The deck has been influenced by a version
piloted by kollatt, you can find his deck
here: http://dtdb.co/en/decklist/1552/op-kit-4-event-banditslide-1st-place
Next
Level Slide
DTDB link: http://dtdb.co/en/decklist/1729/next-level-slide-top2-op-kit-warsaw-poland-28-11-15
DTDB link: http://dtdb.co/en/decklist/1729/next-level-slide-top2-op-kit-warsaw-poland-28-11-15
The
108 Righteous Bandits (Immovable Object, Unstoppable Force)
Dude
(17)
1x
Abuelita Espinoza (Immovable Object, Unstoppable Force)
1x
Androcles Brocklehurst (Base Set)
1x
Asakichi Cooke* (The Light Shineth)
1x
Benjamin Washington* (Immovable Object, Unstoppable Force)
1x
Clementine Lepp (Base Set)
1x
Daomei Wang (Immovable Object, Unstoppable Force)
1x
Hamshanks* (Immovable Object, Unstoppable Force)
1x
Hiram Capatch (Immovable Object, Unstoppable Force)
1x
Jake Smiley* (Election Day Slaughter)
1x
Natalya (Immovable Object, Unstoppable Force)
1x
Nicodemus Whateley (Faith and Fear)
1x Old
Man McDroste (Nightmare at Noon)
1x
Olivia Jenks (Base Set)
1x
Randall* (Immovable Object, Unstoppable Force)
1x
T'ou Chi Chow (Immovable Object, Unstoppable Force)
1x
Xiaodan Li* (Immovable Object, Unstoppable Force)
1x
Yunxu Jiang (Immovable Object, Unstoppable Force)
Deed
(21)
1x B &
B Attorneys (Base Set)
1x
Baird's Build and Loan (Double Dealin')
1x
Blake Ranch (Base Set)
1x
California Tax Office (Faith and Fear)
1x
Carter's Bounties (Base Set)
1x
Charlie's Place (Base Set)
1x
Circle M Ranch (Base Set)
1x
Cooke's Nightcap (The Light Shineth)
1x
Flint's Amusements (Nightmare at Noon)
1x
General Store (Base Set)
1x
Gomorra Parish (Base Set)
1x
Huntsmen's Society (No Turning Back)
1x
Jackson's Strike (Base Set)
1x
Morgan Mining Company (The Light Shineth)
1x
Pat's Perch (Base Set)
1x
Railroad Station (Base Set)
1x
Shane & Graves Security (Frontier Justice)
1x St.
Anthony's Chapel (Faith and Fear)
1x The
R&D Ranch (New Town, New Rules)
1x The
Whateley Estate (Faith and Fear)
1x
Town Council (New Town, New Rules)
Goods
(5)
4x
Fancy New Hat (Frontier Justice)
1x The
Evidence (Election Day Slaughter)
Action
(9)
4x
Buried Treasure (Nightmare at Noon)
4x One
Good Turn… (Base Set)
1x
Pistol Whip (Base Set)
52
cards with printed value (required 52)
Cards
up to The Light Shineth
Deck
built on http://dtdb.co.
I went
3-0 in the swiss portion of the event (beating Den of Thieves, Deso
Row and Gadgetorium), then I ID-ed twice to advance to top4 as first
seed. I then beat the same Deso Row again and split the finals
against Control clowns (we didn't play as we're teammates, know the
matchup inside out and there was really nothing on the line). I won't
go into the details about my games, as I steamrolled through
everything I played against in very short order without any danger
whatsoever. Instead, I'll try to describe the deck in great detail
below. Enjoy! :)
I'll
start with a bold statement - most of the Landslide decks you can
find on dtdb.co are misbuilt. Let me explain you why. When you ask
pretty much anyone experienced with the game on how Landslide deck
works, they'll start with the following general overview: they tell
you that the deck is trying to lay out a lot of deeds that earn a lot
of money, which in turn enables you to play even more deeds etc.
Eventually there will be so many of those deeds, that your opponent
will be unable to match the amount of CPs you've generated with their
influence. While obviously true, this description misses the real
essence on how exactly you want to achieve the basic goal. Because it
is not as simple as it sounds.
Instead
of focusing solely on the above strategy, let's redefine what the
goal of the deck make it very simple.
**The
goal**
Dump your
hand every turn.
Yes,
that's right. You need to build your deck in a way, that you are able
to play out your 5-6 card hand every turn. Only then you'd be able to
achieve the goal most writers write about. If you stumble and clog
your hand with expensive and/or conditional cards, you'll give your
opponent opportunity to seize control and win the game. With this
simple goal in mind - let's discuss some individual card choices in
the deck.
**Dudes**
The
choice of dudes is fairly straightforward - i.e. you need to play with
everybody that costs 3-4 or less, have 1+ influence and no upkeep.
All the remaining slots are covered with slightly less efficient
dudes like 3-1-1 Natalya and a few role-players that I'll cover
individually. It is important to note, that you don't really want to
play guys like Max Baine, i.e. Costing 5+ with 2+ influence and
upkeep to pay. They will just get Kidnapped and you don't want to
invest your money in something with a big target on their forehead.
Remember this simple premise - try to spend as little GR as you can
for the cards you play.
Benjamin
Washington and Xiaodan Li are cheap fodder for Election Day Slaughter
and they are fine at wearing Fancy New Hats - remember you want to
spread your influence to fight against spot removal.
Daomei
Wang – the ability is surprisingly relevant as it is another way to
go after opponent deeds without going through town square to force
your opponent out of position. On the other hand, the 2 upkeep adds
up, so he is on a shortlist to get replaced once new cards are
released.
Randall –
this is the most important dude in the deck - 6 card hand size is so,
so good. it's essentially a free card you can play every turn which is
huge.
Asakichi
Cooke – the special is mostly relevant in that it allows you to
cycle a card you can't afford to play in a given turn. The movement
itself, while nice, is not really that important.
Natalya –
the special is not relevant at all, so don't try to sculpt the game
state around it - it's not worth it. It's also a mistake on my part
to include her in the deck in the first place. She should have been a
Philip Swinford instead, as the stats are virtually the same and
Philip's ability is a bit more relevant.
Hamshanks
– he's very good in that it soaks the first spot removal and gives
Randall a turn of living. He's not the ultimate defense against
Kidnappings, but would have been good enough even without the
ability.
Hiram
Capatch – his ability is barely relevant, don't spend too much time
on thinking how to take over opponent's deeds with Benjamin and
Xiaodan - it won't happen. There is one cool trick with Hiram though
- if you have a Saloon next to your home, Clem has +1 influence in
your upkeep, so your opponent will need another point of influence to
deny you income there. Most people will miss the interaction the
first time around, so there's a good chance they'll misplay and free
up another deed of yours in the process. :)
Abuelita
Espinoza – one of the worst dudes, I'd happily replace her with a
3-1-0 dude.
Nicodemus
Whateley – every Landslide deck must play a copy. This is a 2-card
combo with The Whateley Estate that gives you a chance to break a
stalemate in the late game and win out of nowhere. I have explained
the combo in the Deeds section in the description of The Whateley
Estate for those of you, who are unfamiliar.
Old Man
McDroste – another ridiculously good card that a lot of people
don't appreciate. They should. He allows for some cool tricks in that
he flat out destroys opponent's economy (take that - Blake Ranch!),
punishes careless plays with his Rumors-like ability and is a
difficult to remove control point.
T'ou Chi
Chow – he's essentially 3 influence for 2-3 GR. The special is
barely relevant at all, so don't waste time on thinking on how to use
his ability efficiently. It's not really worth it. Also, I've noticed
some people play 2. In my opinion this is wrong. I'd rather cut the
single copy that add another one. You don't need to draw him to win
the game.
Clementine
Lepp – obvious inclusion, try to play a Saloon next to your home if
possible to combo with Hiram, however if you didn't draw a Saloon
early, never ever play one in 'the Whateley Estate spot' (more on
that later). Just let it go.
Androcles
Brocklehurst – take the money every turn, unless you intend to
combo-kill with Nic, or you have 20+ money and a steady income of 10+
GR.
Jake
Smiley, Olivia Jenks, Yunxu Jiang – best cost-efficiency ratio
Starting
posse should be modified to:
Randall,
Jake, Asakichi, Hiram, Clem in the following matchups:
1. You
are certain your opponent does not have any spot removal.
2. The
mirror.
3. There
is an argument to start like this in a matchup against Control Clowns
as well, but I'm not entirely sure which starting posse is better.
**Actions**
This is a
very important part of the deck. You don't want to play anything that
can't be cycled right away. Therefore there is no place for Flight of
the Lepus and other conditional cards. With that in mind:
1x 5
Pistol Whip
4x 6 One
Good Turn…
4x 10
Buried Treasure
Pistol
Whip – this is a flexible slot. I chose Pistol Whip because it
keeps people honest in that they need to play around it and send two
people to Kidnap your guy. It is also fairly easy to cycle as you can
just initiate a 1-1 shootout with one of your 1 GR guys and send
someone home.
One Good
Turn... and Buried Treasure – you must play 4 of each. Period. Any
number less than 4 is a mistake. A lot of people have a tendency to
cut some of these and include some bad cards like Make The Smart
Choice or Rumors. Don't do it. With One Good Turn you always use it
to gain 3 GR in Lowball. This turns on your Flint's Amusements and
allows you to dump your hand with ease. This 3 GR is exactly what you
need to play your game of emptying your hand. It has the advantage
over Flight of the Lepus in that you can just cycle it for a card if
your opponent doesn't cheat. Buried Treasure is so obviously
overpowered that I can't understand why someone wouldn't want to play
the whole set of 4 in a Landslide deck. It's basically 1 free GR
without any downside as the card replaces itself. You also have a
benefit of acing bad cards you don't want to draw like The Evidence
in most matchups, Cooke's Nightcap or Blake Ranch.
**Deeds**
This is a
very important part of the deck, so it is highly important you
understand why certain deeds are good for this type of strategy and
why some are not. The key in what deeds to choose is cost efficiency.
Your deeds will be taken over by your opponent. This is just the way
it is. You can't deal with it. All their dudes with influence will
camp at your best deeds and you have no way to contest your deeds
back. Therefore, it is extremely important to spend as little GR on
those deeds as possible. The last thing you want to be doing is to
spend 4-5 GR on a deed only to have it taken over by your opponent
the very same turn. This is the major mistake most people do while
playing with Landslide. They play with bad deeds like Pony Express,
Cattle Market, Union Casino etc. Don't do it. You'd always prefer to
play two 2 GR deeds in place of one 4 GR deed. You need to spread
your opponent dude's as much as possible and expensive deeds are
counterproductive to that goal. In the ideal world - you'd play
twenty 2-1-1 deeds, however there aren't that many available, so you
need to make some concessions and play less optimal deeds as well.
Here's the breakdown of the deeds you should be playing:
St.
Anthony's Chapel
Carter's
Bounties
Shane &
Graves Security
Town
Council
California
Tax Office
B & B
Attorneys
General
Store
Railroad
Station
Cooke's
Nightcap
These are
the all the 2 GR in-town deeds you can afford to play (sorted from
best to worst). The worst (i.e. significantly worse than the other
ones that are mostly redundant) are Railroad Station and Cooke's
Nightcap.
The
Station helps your opponent more than it helps you, but between
Daomei, Asakichi and your home ability you have enough ways to
mitigate this.
Cooke's
Nightcap is always aced with Buried Treasure unless you already have
Clementine Lepp on the board. She is perfect to protect your 3
income. Also, try to play the deed as late as you can, hopefully your
opponent will spread out by the time you end up playing the Nightcap.
Flint's
Amusements
Baird's
Build and Loan
Huntsmen's
Society
Gomorra
Parish
These are
the cards you would happily replace with more 2 GR deeds, but there
are no more 2GR deeds to choose from, so you'd need to settle with
the consolation prize. They are sorted from best to worst again.
Gomorra
Parish – this helps your opponent more - it helps them cycle dead
cards and even gives them money. However, you still play this as it
might enable you to play that additional time once or twice.
Huntsmen's
Society – the ability is irrelevant 99% of the time. Don't ever
play it in 'the Whateley Estate spot'. Ever.
Baird's
Build and Loan – this is a good opening play, but it will serve
your opponent more than yourself, it's similar to Gomorra parish in
that regard, however this 2 GR may propel your start so that you dump
your hand more efficiently which is exactly what you want to be doing
in the early
game.
Flint's
Amusements – this is the best of the bunch, both abilities are
relevant and difficult to utilise by your opponent, also - it is a
nice home for Clementine Lepp
Charlie's
Place
Circle M
Ranch
Morgan
Mining Company
These
three are the most cost efficient 3 GR deeds, so they obviously made
the cut.
The R&D
Ranch
Blake
Ranch
Pat's
Perch
Jackson's
Strike
This is
an assortment of the most cost efficient oot deeds.
With R&D
Ranch, you pretty much always use the ability, unless you're about to
win this or the next turn - then it's better to wait. Other than
that, just go for it and claim your 2 GR.
Blake
Ranch – I don't really like it too much and it's more of a
necessary evil, than something you'd really want to play with. It's
basically only good on turn 1. After turn 1 you pretty much need to
ace it with Buried Treasure as you don't want to draw it in the mid-
or late game.
The
Whateley Estate
Essentially,
this is to enable combo-kill with Nicodemus, you >always< play
all your deeds on one side of the street and leave the room next to
your home for the Estate. You then play Nicodemus >the very same
turn< you bought the Estate (this is to prevent a situation where
your opponent jumps to the Estate and has a dude ready for the next
turn to call you out), move all your guys from home without booting
and spawn control points like crazy. This additional win condition is
especially important in a mirror match and against decks that have a
lot of influence.
The
Estate has some minor use as well in that you can bring back your
aced cards if you had to ace some deeds with CP in the early game.
Also - remember not to play the Estate too early and always play it
on the turn you intend to combo-off with Nico, if the Estate doesn't
win you the game right away - just discard it.
**Goods**
The
Evidence – obligatory insurance against Fred Aims and Danny Wilde,
don't worry - you'll eventually draw it if you need it, so one copy
is enough.
Fancy New
Hat – this should really be thought of as dudes 18-21, the hats
serve exactly the same purpose i.e. they provide you with cheap
influence. Quite often, they are flat out better than a dude as they
are more cost efficient, in certain matchups (Sammy in Sloane and
Puppet in 4R) the Hats should probably be discarded, but other than
that, they're just great. Playing less than 4 is a mistake.
**Cards
that were considered but are bad and should not be played**
Max Baine
– too expensive, not worth to spend that much money only to see Max
biting the dust the first time your opponent draws a Kidnappin'.
J.W Byrne
– I'd rather have 1 certain point of influence than a conditional
2. There are games where you get hit by two spot removal cards turn 1
and you need to follow up with cheap influence turn 2 to stay in the
game. Imagine you draw J.W Byrne and don't have a Hat... That would
be a stupid way to lose the game.
Steven
Wiles – you don't need cards that buy you a turn when you're
behind. Steven was passable in Morgan versions of the deck, where you
needed cards to cheat the game, so you could live another day. With
the sheer power level of this deck, you don't need that kind of
effect.
Flight of
the Lepus – it doesn't cycle itself so it's worse than One Good
Turn. And you don't want any cards that are conditional and are not
trivial to cycle.
Rumors –
a lot of people play these in their Landslide decks. This is
incorrect. Don't try to squeeze those in, especially don't cut One
Good Turn, Buried Treasure or Fancy New Hat for them. The key why
Rumors is not a good part in the deck is the inevitability of the
deck in the late game. What does 'inevitability' means? This is a
term coined by Magic: the Gatehring players to describe a situation,
when a deck will almost certainly win against another, given
sufficient time to finish the game. This is true for Landslide deck
against pretty much every deck in the current metagame. If you'll
play long enough to finish the game, you'll win. Rumors may win you
the game a turn earlier, but ultimately it does not matter at all,
whether you'll win on turn 14, or turn 15. You'll still eventually
win the game.
Takin' Ya
With Me – generally speaking, this card is very good in Landslide
decks. It allows to trade your guy for your opponent's influence
which is always a good thing if played correctly. However, I only
like the card if I start with at least 2-bullet dude that I can
sacrifice at will (say hello, Travis Moone). With the starting dudes
configuration this deck presents, sadly there is no room for Takin'
Ya With Me in the deck. I wouldn't blame you though, if you tried a
miser's copy in place of Pistol Whip.
Cooking
Up Trouble, Too Much Attention and similar conditionally good cards –
the space in the deck is tight, so you only need the essentials.
**Changes
to the deck going forward**
With
Dirty Deeds and Foul Play already on the shelves, I'll go with the
following changes:
-1
Abuelita Espinoza
+1 Rico
Rodegain – but don't start him
-1
Gomorra Parish
+1 Old
Marge's Manor
-1 The
Whateley Estate
+1 Maza
Gang Hideout – with the recent change of Movement rules, Maza Gang
Hideout can serve the same purpose as the Estate as going there will
make opponent's dudes boot
-1
Natalya
+1
Phillip Swinford
I'm also
considering the following changes, but have not tested them yet, so I
can't tell whether they're really necessary.
-1 Daomei
Wang
+1
Wendy's Teethkickers
-1 Morgan
Minig Company/Huntsmen's Society
+1 Monte
Bank
**Strategy**
Playing
the deck is rather simple. Dump your hand every turn (didn't I say
that already?). Play all your deeds on one side of the street.
Sequence them, so that you start with those with lower production or
are out-of-town. This is to lure your opponents dudes into the worse
deeds. Save the better ones till later plays. Also, try to spend your
money as efficiently as possible, i.e. sequence the card so that you
spend as much money every turn as you can. Also, generally speaking,
prioritise playing deeds over dudes, unless you're forced to add
influence to the board to not loose.
If you
end up with some cards after you've spent your money – always use
Asakichi Cooke to discard a card and discard another card during
Sundown. There are few exceptions like when you need to keep
Whatheley Estate + Nico to combo kill, but other than that, just try
to draw 6 new cards every turn. This is because you want to cycle
through the deck as fast as you can and draw as many One Good Turns
and Buried Treasures as early as possible to propel your economy.
It's always correct to discard a deed, even if you could play it the
next turn.
Stay with
your guys at home. Don't be too cocky, you'll lose every shootout and
you'll get called out every time you contest against an unbooted
dude. It's a waste of time to check if your opponent calls you out.
He will. If your opponent taps out to move into one of your deeds,
then obviously you can claim the deed back. If something goes wrong,
you'll still have the ability to return home with the Outfit ability.
If you already used your home, try to avoid being trapped by Steven
Wiles or other cheap dude that can snipe your booted dude outside of
your home.
If the
town square is clear, or using Asakichi/Outfit ability you can draw
opponent's dude out of position by trying to contest their deeds.
Again, play around incoming dudes and don't force it. You'd rather
have your guys safe at home than have them killed while trying to
deny opponent's income. It's also generally correct to contest your
own deeds back, rather than stifle opponent's economy, if given a
choice.
If your
opponent plays a Kidnappin', Election Day Slaughter or pretty much
anything else that kills your dude, just let it go. Never oppose,
unless they go alone and you have Pistol Whip to thwart their effort.
This is especially important against effects that discard your dudes.
If they get discarded, there is a chance, you'll draw them later and
play again.
Learn to
play fast. This is especially important if your opponent suffers from
analysis-paralysis syndrome. Play your deeds, play your dudes,
discard a card, pass the turn. Rinse, repeat. Most of the time, it's
not worth it to ponder and waste precious minutes to do the chess
moves unless they directly win the game. Don't overthink it, don't
try to be too clever. If you play with a reasonable pace, you'll
finish the game in well less than an hour.
**Matchups**
Any
midrange/shootout deck that does not have any spot removal
It's is
nearly impossible to lose against this kind of deck. Win ratio –
close to 100%
Any
midrange/shootout deck that packs ~4 spot removal effects
As above.
Win ratio – close to 100%. If you think you can splash 4
Kidnappings off-value to have a chance against a Slide opponent,
don't be fooled. You have exactly zero chance unless you draw all 4
of them in your first two hands.
Any
midrange/shootout deck that packs ~8 spot removal effects
This
matchup is very high variance. Turns 1-4 are very important. If you
get hit by two Kidnappings turn 1 and another turn 2, it is very
close and depends on your draw. If you have a cheap dude or two to
stay in the game, there's a good chance to recover. If you stumble,
you'll probably loose. From my testing, I'll say such good opening
draws don't happen that often for the aggro player and your good
draws are more likely than theirs. It's important to play very
cautiously and prioritise dudes over deeds if you fall behind early in
the game. If you stay in the game in a reasonable shape until day 5,
you'll probably win the game. My current record is surviving and
winning the game through 11 spot removal spells (a mix of Election
Day Slaughter and Kidnappin'). Overall, I would rare the matchup as
60% favourable.
The
mirror
It all
depends on the build. Against standard builds without Nico and more
expensive deeds, you're definitely favoured, but not by much as it is
relatively easy to stall out long enough that the game goes to time.
Again, I'll rate the matchup as 60% favourable with a caveat that
it's hard to finish in time and nearly impossible to finish in time
without comboing off with Nic-Estate.
Control
Clowns
The
matchup varies greatly depending on the build. Against builds similar
to Gozik's (http://dtdb.co/en/decklist/1507/the-most-consistent-deck-1st-moscow-5-0-), you are a heavy underdog. The relevant cards in the 4R
deck are:
Puppet
Blood
Curse
Rumors
0 upkeep
and a lot of influence
Against a
deck that has all of the above in multiples, I'll rate the matchup as
nearly unwinnable. 10% unfavourable.
The more
upkeep your opponent pays, the better. If they start with an
expensive guys like Leon and don't have Puppet in their deck, your
percentages go up significantly. To around 50-60%. I rate the matchup
as even to slightly favourable.
If Clowns are more shootout oriented with stuff like Unprepared, Hex Slinging and such, you shore up another couple points to 6 make the matchup 70% favourable.
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