tag:blogger.com,1999:blog-44860280325430130732024-02-22T19:04:53.360+03:00The GadgetoriumDoomtown: Reloaded - card reviews, deckbuilding and strategy articles, rules intricacies, and more.mplainhttp://www.blogger.com/profile/13922579925195216332noreply@blogger.comBlogger14125tag:blogger.com,1999:blog-4486028032543013073.post-53435071448408903172016-10-01T23:38:00.000+03:002016-04-02T10:24:43.255+03:00Welcome to The GadgetoriumHello, and welcome to <b>The Gadgetorium</b>!<br />
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This place is home to a <b><a href="http://www.alderac.com/doomtown/about">Doomtown: Reloaded</a></b> player from Russia, <b>mplain</b>, and his friend <b>pvdel</b>. Here we analyze new cards, research ways to abuse them, develop new decks that will (hopefully, maybe) break the meta, and delve deep into rules intricacies of our favourite game.<br />
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For now you can read reviews for two new factions, <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-108-righteous-bandits.html">The 108 Righteous Bandits</a> and <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html">Eagle Wardens</a>, as well as the <a href="http://the-gadgetorium.blogspot.ru/p/timing-structure.html">Timing Structure</a> and the <a href="http://the-gadgetorium.blogspot.ru/p/collected-rulings.html">Collected Rulings</a> that will hopefully help you understand complex rules interactions - and also serve as points of reference should you need to explain something to another player.<br />
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In the future we plan to publish deckbuilding and strategy articles. Every week we will also give a general update on what has happened in Gomorra, in case you weren't paying close attention over the week. Stay tuned, and may luck favor you in both lowball and shootouts! :)mplainhttp://www.blogger.com/profile/13922579925195216332noreply@blogger.com4tag:blogger.com,1999:blog-4486028032543013073.post-1551826249657876522016-04-01T19:01:00.000+03:002016-04-01T19:34:32.822+03:00[Review] Ghost Town, part 2<div style="text-align:justify">
<p>Hey there folks! Part 2 of the review of Ghost Town is here!</p>
<p>Took me some time to write, as I played in the the finals of the 2nd OCTGN League this week - those were some cool games! You can check them out on <a href="https://www.twitch.tv/swider33/v/57634127" target="_black">swider's Twitch channel</a> or on <a href="https://www.youtube.com/channel/UCqZtP2A5ieLxCjTPT4vAj8A" target="_black">my YouTube channel</a>. I recommend switching off the sound and enjoying some good music while you're watching the vids. Anyway, on to the review!</p>
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<p>Here's a little something for the new Gadget Fort archetype. Put that thing on a Wagner Memorial Ranch or an Epidemic Laboratory, and you get a solid un-Sunnable stud bonus to fend off attackers. It does a nice job of protecting your deeds even if you got no dudes there, forcing your opponent to overcommit influence, or boot out and potentially allow you to retake the deed without a fight. The problem is this card's low value, unsuitable for most skill decks. You can either play it off-value (although it competes with the awesome Disgenuine Currency Press here), or build a low-value Quaterman deck (these are usually aggressive). In the latter option, the gadget's high difficulty can be offset by playing mad scientists with skill 2, or by starting the Wagner Ranch. Definitely an interesting card to experiment with, we'll see if the whole archetype actually proves viable.</p>
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<p>Hehe, fun art. This card is tricky to evaluate, you might fall into a pit thinking that it is an Attire that provides a very limited influence bonus and some additional ability, and overall it is just worse than a Fancy New Hat. Don't look at it that way. Read the ability first, and then the trait. This card gives you a very interesting and quite useful ability to move without making a play, and as an added bonus, if you choose to move to a deed, you'll likely control that deed during Upkeep. Let's think of a few situations when you can benefit from this. You're turtling at home and your opponent occupies your deeds, denying you income - get that production back, and then run home. You send a dude booted over to your opponent's deed, and he sends his dude booted to take it back - slide to an adjacent deed and deny income there. End up at a deed in whatever circumstances - move to the town square unbooted. The most fun would be moving over to an opposing dude and then instantly Puppeting him - the only problem is that Sunday Best and Puppet share the same deck slots. Some more fun tricks would be using Oddities, playing Hustled or Ridden Down, or calling someone out with The Fabulous Mister Miss. It's like the Morgan Stables movement ability, only better! Playing this card will sure be fun, I can tell you that. Whether it makes its way to the top tables of competitive events, remains to be seen.</p>
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<p>Now this card will most definitely see play at the top tables. Because on the other side of the top table, there's usually a Clowns player, and this old gun messes a lot with their best hexes, Paralysis Mark, Puppet, and Soul Blast (not Blood Curse, but you can't have everything). It also protects your dudes from Shotgun, Asyncoil Gun, and Red Horse's Tail - these cards can be a pain for a low value deck. Drawing a card is actually very nice for the whole 'cantrip' feel about this goods - you're not investing much, and if your opponent is not playing cards that care about your dudes' value, then you just get +1 bullet for the price of 1 ghost rock. Very good in some important matchups, nice in others - this makes a good card.</p>
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<p>A sidekick for 2 gr that can be aced to cover 2 casualties - that's pretty nice. The 1 draw bullet bonus will often be irrelevant, unless you plan to engage solo a lot - a decent strategy if you're playing 108 Worldly Desires. In general, Winchester is probably better for most decks. Where this sidekick really shines are Hot Lead decks (and it's on value with HLF). Engage with 3-5 dudes, take a casualty or two, don't lose anyone, deal 3-5 casualties to your opponent. Obscene.</p>
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<p>A horse and a sidekick in one card - I've been dreaming of it for a long time! I actually wanted it to be a 1 gr goods with no text, and this card costs 2 gr, but it does come with some pretty cool movement abilities. Although it's going to be tricky to find a delicate balance between horses and spirits, but I think any Shaman deck will benefit from one copy of this card, even off-value - it's real good. Being a Mystical goods is just an extra... well, actually, the most likely impact of this keyword is that a Clowns player can draw extra cards by using Phantom Fingers. Hopefully Shamans will get their own theme revolving around spirit-imbued artifacts and stuff.</p>
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<p>Oh how I wished for such a card back in the times of New Town New Rules, when I was playing <a href-"http://dtdb.co/en/decklist/295/morgan-7-8-10-lillian" target="_blank">my Lillian Morgan deck</a>. Soul Blasting myself allowed me to run away from any enforced shootout, except for Kidnappin' - there was no way out of it. There is one now, at least for Shamans. Maybe now it would actually be viable to start Laughing Crow? She can make a huge impact on the game, and she has a high enough skill rating to ensure that you succeed the pull even if yopu're being kidnapped by Sloane herself. This spell has the Sidekick keyword as well, which can justify playing it in unconventional Eagle Wardens decks that do not focus on high-difficulty spells (like <a href="http://dtdb.co/en/decklist/1837/op-kit-5-warden-blockade-1st-place">Warden Blockade</a>). For more standard builds though, I do not think this card is good enough to justify playing it off-value and risk failing pulls. Soul Blast, Puppet, Lay On Hands, Disgenuine Currency Press - these cards are on a totally different power level.
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<p>In a vacuum, I'd just say that Peacemaker is better. Yeah, this spell works on the whole posse, but only once per turn, and if you lose lowball then you'll get Sunned before you get a chance to cast it. However, you have to account for the fact that Miracle decks nowadays usually revolve around Melee weapons, and one Blessed dude cannot carry both a Rapier and a Peacemaker. Getting your 5-stud voltron dude Sunned is a grim but very real possibility. Getting your backup 3-stud dude Fastered is quite real too, against a dedicated aggro deck. This is where this new spell might come in handy. Maybe one copy could make the cut. Oh and, the Hymn keyword is kinda relevant for Lucretia Fanzini.</p>
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<p>Jeezuz... Did the designers absolutely have to reinforce Hot Lead decks? <a href="http://dtdb.co/en/decklist/1837/op-kit-5-warden-blockade-1st-place">Warden Blockade</a> becomes horrific now. "And not a single casualty was taken that day... on my side. BAM! BAM!! All dead". This card is strong, really strong. I will play it off-value in my Shaman decks, at least as a 1-of, as it will give me an edge in major shootouts. Winning is important, not losing is just as important, because it means that you can risk more, show cheatin' hands, and get away with it. It's like No Turning Back in that regard. Combined with Hot Lead... ugh.</p>
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<p>Overnerfed. If it could ace unique cards, or discard cards without acing itself, or show your opponent's whole hand, then yes, it would be pretty cool. Too cool? Maybe. But as it is, it's not cool enough. Control Clowns would love to ace Kidnappin', sure, and Aggro Clowns wouldn't mind removing Unprepared from your hand, but the thing is, both decks have ways to play around anything you can throw at them, and consistency is better than blind luck. I bet if I play a number of games with this card and count how many times it actually did something relevant, I'd be disappointed. In general, effects like this are stronger when you 1) combine several of them, and 2) use them to prevent the opponent from disrupting your game-winning combo. Like, if you planned to win *this turn* with Nicodemus, Chief Seven-Eagles, or Fiery Rhetorics, then this card would actually be useful. Somewhere, someone might make a deck starting The Tattooed Man and acing the opponent's whole deck over the course of many, many turns...</p>
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<p>This card might be useful in Hot Lead decks. Prevent casualties, kick some claim soak dude out of the opposing posse, then kill the now exposed tender meat with a hail of bullets. It's on value with Bluetick, which is extra nice. Is it better than Bottom Dealin'? In Hot Lead decks, maybe, especially if they still have room to play Coachwhip. In other decks, hardly. You really need a way to take advantage of this card, specifically the unbooting and the sending home parts. If all you're doing with this card is preventing 1 extra casualty, then I'd much rather play Bottom Dealin'. Also, you need about two sidekicks for each copy of this card in your deck, and preferrably a General Store to avoid losing tempo and going broke.</p>
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<p>Ugh, I really wish they made an exception for Conditions templating and put the ability before the trait. So, when your opponent cheats, you play this and draw three cards, and then every time he cheats again, you draw one more card. No, actually, *reveals a cheatin' hand*, not cheats - an important distinction if you're playing against the Den of Thieves. Knowing how useful Philip Swinford is, I'd say this effect is quite strong, and can win you games. However, Philip is never a dead card, while this might be, depending on the matchup and how soon you can draw it. Yeah, if you manage to play it on turn one, you get a huge boost, but if you draw it on turn 3 or 4... Well actually, if you draw it late you might still get a good boost by drawing three cards, maybe finding a dude or an action that you need right now. Nah, it's a good card, I'd slot one copy in any deck and be happy about it. I expect landslide to do the same. More than one copy though, I dunno. It's on value with some of the best shootout cards (Sun and Stakes), so I'd play multiples only if I had a game plan revolving on repeatably drawing some specific cards. And I'd need lots of cheap cards to play each turn so that my hand doesn't get clogged with junk, and preferrably a discard outlet to get rid of the more expensive cards. Hmm, this is interesting, but I don't think this card plays into any of the existing deck types that we have in the meta. But I'll keep an eye on it when I'm in the mood for more creative deckbuilding.</p>
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<p>Hmm, extra money that cannot be denied by your opponent. Monte Bank and Disgenuine Currency Press are good cards, as are One Good Turn and Buried Treasure. Unlike the previous card, there is absolutely no point in running a single copy of this one - it's a dead draw in late game, you want it as early as possible, preferrably on turn 1, so that you could play it while your opponent can't oppose the job. If you want to play this card, you need to play four copies of it. Next question is, how do you avoid cheatin'? You might be playing slide, but then it's gonna be tricky pulling off the job without it being opposed, on a turn other than the first. You could ace extra copies with Buried Treasure though. Eh, I don't know much about slide. In normal decks, Henry Moran would help you not cheat. Then the question is, what are you gonna do with all that money? Hire big dudes obviously, and use them to take over the town. I dunno, it looks overly complicated, I'd rather just shoot face. I'm a simple man.</p>
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<p>I haven't seen any Zhu Bajie decks since the release of Rabbit's Deception. Jade Rabbit is just stronger, and personally when I play 108 I prefer pure aggro, no kung fu. The problem with Zhu Bajie techniques is that they aren't very powerful by themselves, you probably want to be playing Shotguns in order to capitalize on all the value-reducing and bullet-increasing effects, but then you become very vulnerable to Unprepared and Pistol Whip. But okay, let's assume that you want to play Zhu Bajie. This card doesn't do anything by itself, but it does improve consistency and effectiveness of your combos. The issue I have with this card is its value. The effect is not strong enough to justify running it off-value, and if you build around 6's then you risk failing pulls with a bunch of your backup kung fu dudes (Mahogany, Emre, Hamshanks, Badger). And honestly, if you're playing a kung fu deck around 6's, you should just take Hot Lead Flyin' instead, it'll be so much more impactful. The most interesting thing about this card is that it hints at some future technique that reduces influence - that would be pretty cool.</p>
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<p>This card gives you consistency, tempo, money, and even control points. And it's versatile. Invent a Disgenuine Currency Press that just got discarded in lowball on the first turn, and kickstart your economy. Put an Auto-Gatling on your Wagner Memorial Ranch or Epidemic Laboratory. Get a silver bullet that you have only one copy of in your deck and you need it now (could it be... the Plasma Drill?). Build a Miasmatic Purifier and get a massive 3 CP boost. Yeah, possible applications are numerous, and they are all good. The trick is to succeed at a job, of course. And the value is a bit awkward - I'd be glad with it if I still ran Holy Wheel Guns in my gadget deck, but it's been quite some time since that. Well, maybe I should revisit the low-value gadgets archetype. I like this card, just need to find a home for it.</p>
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<p>This card potentially gives you up to 8 ghost rock, and draws you a card. That's huge! The trick is to play expensive dudes. Like, the ones that cost at least 7 gr. What fatties do we see in play, and what goods would they like to carry? Abram Grothe XP + Evanor, Lane Healey XP + La Quema, Ivor Hawley XP + Soul Cage, Wylie Jenks + Faithful Hound, Sloane + Legendary Holster... In truth, you don't even need to go that far, you can just get a 6-cost character and a 2-cost goods, and that would still be an excellent deal. Naturally, the issue here is the value of this card, which makes it compete with Kidnappin' and Pinned Down. Or does it? I guess there might be some decks built around 7's that don't actually want to attack, or maybe some decks would want to play this off-value... Heck, bringing Nic early would be a blast. This card looks strong, but requires testing to break it.</p>
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<p>This looks good for The Arsenal. Just wait for a dude (preferrably Jake Smiley) to leave home for any reason, play it, and give your opponent a hard decision to make - either he boots the dude and leaves him exposed, or accepts a bounty and becomes vulnerable to your home ability and Bounty Hunters. Compared to the other options for making dudes wanted, this one is recurring (unlike The Evidence) and does not require you to run spells (unlike Confession and Riorden), so you could use this in Gadget builds. Also, it doesn't take your Heart slots. I don't think any other home except for The Arsenal would want to run this though. Bounty Hunters are only really good when you can reliably play them without preparation. If you wanted 5+ kill jobs you'd be better off with EDS or Ambush.</p>
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<p>An action that moves dudes. I can't remember ever seeing Back Ways or Civil War played to much effect. This action moves several dudes at once, to the same location, which would most likely be your home or the town square. Feels kinda like a Recall button - pull back and regroup. I prefer repeatable effects that move dudes though, like 108 Righteous Bandits or Asakichi Cooke. But I guess you could put one copy of this card into your kung fu deck, and sometimes surprise your opponent when he thinks he outmaneuvered you. Not more than one copy, as its high value will fail pulls for anyone except for Bai Yang Chen and He Fang. If this card actually unbooted dudes, or at least could move booted dudes, it would be much more interesting.</p>
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<p>Hey look, this card depicts two major villains of Doomtown! Are you terrified yet? I wish they made a movie, so I could see these guys in action :) The card, right. First of all, it's a way to force callouts, so it's an alternative to Election Day Slaughter. But you need to make sure that you have more bounty than the opponent, so you probably need to be playing Sloane or Law Dogs. The booting part of the effect would prevent the dude from refusing the callout and fleeing. If you can't put bounty on your dudes, then you could use this to boot someone in town square and call them out normally. If you don't want to issue callouts at all and just want the control aspect of booting a dude, then this card wouldn't be very effective, as you need two dudes participating in a starting contest to be at the same location. Finally, booting attached cards is a nice trick but it won't probably happen often, and the only faction that has easy access to control points on dudes is The Sloane Gang. So I think this card is mostly for them. It's versatile enough to be used for more than just calling out dudes at their home, but really this is the juicy part for which you actually want to play this card.</p>
<span style="text-align:center">* * * * *</span>
<p>Now, lets make a brief summary of what each of the six factions get from the new pine box.</p>
<p><b>108 Righteous Bandits</b> get two filler dudes, a movement trick, a boost for Zhu Bajie decks, a starter for a future Blessed deck, and a startable deed with income for them Landslide types. Nothing game changing, just a tweak here and there</p>
<p><b>Eagle Wardens</b> get a whole new Sidekicks & Horses theme going, with two startable dudes, three new Sidekicks (on of them a Horse as well), an action, and a spell that is supposed to fall under the same theme but will buff the Hot Lead decks instead. Spirit Fortress can now start with a deed in play to put all their Totems on, and can hire Nic quicker.</p>
<p><b>The Fourth Ring</b> gets a very viable starter, and a weird spell that might help some future combo decks. Oddities get an Abominable option to start with the Undertaker already in play.</p>
<p><b>Law Dogs</b> get a dude and a deed for the Deputies deck, a spell for them Crusaders, and an action that enables The Arsenal to play aggressively.</p>
<p><b>Morgan Cattle Co.</b> gets two new deeds that they can turn into a Fort with numerous Improvement gadgets for both protection and resources, and an action that speeds up Gadget decks. Landslide will be happy with the new boss that brings even more money into their coffers.</p>
<p><b>The Sloane Gang</b> get two startable hucksters, an upgrade that turns their favourite grifter into a killing machine, and a new way to force shootouts.</p>
<p>And then we get an assortment of cards that don't have any clear affiliation, and we'll need to experiment with them to understand if they're actually any good.</p>
<p>The good news is, Ghost Town is live on OCTGN, so we can start testing all these new cards immediately! :)</p>
</div>mplainhttp://www.blogger.com/profile/13922579925195216332noreply@blogger.com0tag:blogger.com,1999:blog-4486028032543013073.post-79639462144128813532016-03-29T09:58:00.002+03:002016-04-01T17:27:20.476+03:00[Review] Ghost Town, part 1<div style="text-align:justify">
<p>Hello there folks!
<p>It's being some time since I did a review of new cards. I started several times, but it required so much dedication to make a full detailed review that I gave up every time at some point. So, this time I'm gonna be brief and to the point.
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<p>Hmm... Hard to find a deck that would want this effect. It helps you win lowball repeatedly, and it helps you stay legal and avoid cheatin' punishment. The downside is having -3 hand ranks in shootouts - or, if you have enough bullets, you could just opt not to reveal this card and go for a legal full house instead. Good for lowball but not for shootouts - that sounds like something landslide would like. But landslide wins all the lowballs anyway, and they don't like cards clogging their play hand, so they would still be better off with no jokers at all. Skill decks might like it as the -3 ranks effect doesn't apply to pulls, but I really don't get the whole "jokers are good for pulls" argument - you're much more likely to draw it into your play hand than to pull it for a skill check. Although skill decks tend to lose lowball often due to playing high values, and if you had a way to cycle the joker out of your hand, like, I dunno, Xemo's Turban?..<br>
So, a good home for this joker would be a deck that wants to win lowball more aften, doesn't really need the raw power of a Joker in shootouts, yet is scared of cheatin' punishment like Coachwhip. Something like a Force Field deck maybe? Like the <a href="https://the-gadgetorium.blogspot.com/2016/03/morgan-flyin-zombies.html" target="_blank">Morgan Flyin' Zombies</a>? Yeah, that could work.</p>
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<p>I know of three general deck types for the 108 faction - landslide, Kung Fu / Hot Lead (low values), and regular aggro. I don't think Min makes a good starter in any of them, he's just too expensive. I don't play landslide decks so I don't know what they like; I guess they like unbooting dudes, but they also like having loads of ghost rock, and they like dudes with good cost/influence ratio. Kung Fu decks like his trait, but not his value. Aggro decks that play 7's for Kidnappin' could use him as a decent filler.</p>
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<p>Speaking of different 108 archetypes, looks like the fourth one is on the horizon - this is the second Blessed dude in the green faction. I don't see anything here that would make me want to run Miracles out of 108 instead of Law Dogs, but I guess more is coming. We definitely need more Hymns for her trait to be of any use. Starting massive shootouts in-town but not in the town square is, well, not that common. I do like the flavor though, singing so loud the whole town can hear.</p>
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<p>Yay, new theme for Shamans as well! Sidekicks expected, horses not so much; second faction to try Ridden Down? Mixing Shamans and animals might not be all that easy, because Spirits and Sidekicks/Horses occupy the same suit, hearts. We'll see how that works out. Reusable Sidekicks might combo well with Consealed Weapons - on value with Roan too! The body is questionable though - cheap but with upkeep, not an ideal starter, and on a bad value for Shamans. But, definitely something to experiment with, considering that the pine box brings three new sidekicks.</p>
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<p>This dude seems, well, average. 1-stud 1-influence for 5-0 is fine. The ability is not too spectacular or intimidating, so your opponent might let your job go unopposed, but then again, you don't want to overcommit here, and if you undercommit you might get into trouble. Requires careful maneuvering, and/or ways to bring dudes into your posse (like Angélica or Pinto).</p>
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<p>Now this dude is pretty strong! Very chap, good bullets for Takin', influence during Noon and Sundown, helps you cycle your hand, and lets you use The Fourth Ring home ability twice per turn - this is actually top tier! Can replace Travis or Brute in competitive <a href="http://dtdb.co/en/decklist/1507/the-most-consistent-deck-1st-moscow-5-0-" target="_blank">Clown Control</a> decks.</p>
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<p>Decent body, potential stud with Faster, can issue warrants using the Law Dogs home ability without losing tempo. Goes straight into <a href="http://dtdb.co/en/decklist/984/law-dogs-4-6-8-deputies" target="_blank">Deputy decks</a>.</p>
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<p>The little girl is all grown-up now! 4 influence for potentially 0 upkeep is great, and having two CP is easy to achive. Landslide will enjoy gaining bonus ghost rock when using Androcles and R&D Ranch or playing Reserves and Buried Treasure. Morgan Gadgets will also get a bonus when using the Gadgetarium, Auto Cattle-Feeder, Secured Stockyard, and Telegraph Office (notice how the latter three cards are all at the King value). Unfortunately, Lula will not award bonus ghost rock for Irving Patterson or Disgenuine Currency Press (these cards have traits, not abilities) or One Good Turn (if played in lowball). Ms. Morgan is also at a good value for Gadget decks, so I expect to see her as a filler in both Landslide and Morgan Gadgets.</p>
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<p>Hey look, another dude for 1 gr. Remember when it was exciting? Did you see the Grifter Swarm deck with Hot Lead yet? I don't really like where this is going. Oh, and he's a huckster. Nice bonus, but mostly irrelevant.</p>
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<p>This dude created a lot of hype when he was first announced. People suggested using him in Spirit Fortress decks to start Whateley Estate (obscenely expensive) or Maza Gang Hideout (might work) to have a safe place for your totems from the start. Another option is to start R&D Ranch or General Store or Baird's to get some economic advantage, if you can protect it. I might try to use him in <a href="http://dtdb.co/en/decklist/1647/the-wretched-circle" target="_blank">my Oddities deck</a> to start the Undertaker, and he'd still count for Ivor XP's discount. It also might work to use him in Den of Thieves and start The Joker's Smile - it'll only cost you 2 gr, lets you cycle your Devil's Jokers, and povides a Saloon for Clem / Ulysses / Buford. unfortunately you cannot put bounty on a non-dude card, so your home ability and Hustled will not work on him. And you cannot attach Monte Bank to him either. One funny thing that does work though, is using the Idol of Tlazolteotl to re-attach Ol' Howard from your deed to one of your opponent's, for a potentially huge swing in CP and income. This sounds so hilarious, I'll definitely give it a try. Overall I think that Ol' Howard is overpriced. If he costed 1 gr then he'd be much more playable. Or, same cost but keep the deed's CP at least.</p>
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<p>This guy is good! Mostly because he's a cheap neutral huckster with influence and no upkeep, so now any faction can start two hucksters and still have decent influence and good income. They won't be as good as Clowns, of course, but this option will appeal to many non-orthodox deckbuilders. Oh, and Theo's abilities are rather nice and will definitely come in handy.</p>
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<p>A neutral Kung Fu dude! I guess you need more than one at the start, so it's too early to start building Tao decks in other factions. The body is fine stat-wise, so for now it's a good filler for Jade Rabbit decks.</p>
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<p>Okay now this looks a bit overpowered. Starting non-XP Travis, using his mulligan ability, then making him into a 3-stud with low upkeep and a useful abiliy? Maaaaan, da power creep is real! This is an auto-include in any aggressive deck starting Travis and running Kidnappin's (on value), which is pretty much every Den of Thieves deck, and a bunch of others. Heck this might actually make me start Travis instead of Ben in my 108 deck! The only question is how many copies - 1x, 2x, or 4x? I wouldn't go all-in, but I'll seriously consider running two copies. That dude is gooood.</p>
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<p>This dude is good too. Because, you know, he's a 1 gr dude. With high value. Just what those freakin' Hot Lead decks love. But not just them, skill decks will also love him because 10's generally have terribly expensive filler dudes, which is a real problem for skill decks, especially those that like to play Takin' - which would also find Henry's 2 bullets useful. His ability is good against Landslide (One Good Turn), Miracles (Consecration), Oddities (Soul Cage), and any deck running Flight of the Lepus or This'll Hurt in the Mornin' (hate losing my Stevens to that). But in any other matchup it might end up being a hinderance, keeping Henry down for a whole turn. Testing will show if he makes you win more lowballs than he makes you lose - cheatin' pairs are no less common that cheatin' full houses.</p>
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<p>A neutral Core deed that anyone can start. It doesn't prevent your opponent from walking right into it on the first turn, but it does cost five ghost rock less than Ol' Howard + Whateley Estate, so you might seriously consider this one if you want a startable deed in your Spirit Fortress deck. The ability is actually nice if you don't want to invest into deeds that you cannot protect in the early game, but still want to have a good draw structure later on. Also, some landslide decks might want it, the ones that play way too many deeds and want to cycle their hand faster. The movement part might do same nasty tricks too.</p>
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<p>Wow, interesting! Speeds up gadget invention by unbooting the mad scientist. Offsets the skill check penalty imposed by Morgan Gadgetarium (unfortunately in this case two unboot effects will be redundant). Can generate income if you invent Improvements that you can attach to this deed right away (conveniently it's a Ranch and thus a valid host for Cattle Auto-Feeder). Inventing Horses (like Yagn's Mechanical Skeleton) also increases income. The deed is startable, which is something Howard Aswell has been waiting for for a long time. You need to boot a mad scientist in this deed in order to reap the benefits, but since he'll unboot anyway, it's not much of a risk. Seems like the general strategy would be to built a fort with lots of improvements that generate income and extra cards and provide bullet bonuses. The only problem is that you still need to win somehow, and the Wagner Ranch doesn't provide control points (unlike another new deed that's also a good spot for a Gadget Fort). Although you could address this by playing Chief Stephen Seven-Eagles - he'd give you a CP for each card attached to a deed you control, which includes not only Totems but also Improvements and Conditions. That would be one weird deck, yeah, but I'll definitely give it a try!</p>
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<p>A 2-1-1 deed is something that you can't ever have enough of. Slide will enjoy playing it, as will any deck running 3's. Booting Government deeds (like Hustings or The Orphanage, which are on value) to issue warrants is very good for any Law Dogs deck as it enables Bounty Hunters along with many other things, and even The Arsenal might consider running a copy off-value. Booting Public deeds to move dudes around, from anywhere to anywhere, is a very nice effect too. Overall, a very good deed.</p>
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<p>A stick in the wheels of well-designed spell decks, this will primarily affect the Clowns' ability to cast Blood Curse while in the town square. Honestly, I don't think this will make an impact, it looks more like a nuisance. A very expensive nuisance, and I don't generally like to play expensive deeds when facing clowns. I don't like this one.</p>
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<p>Who's that, Androcles' cousin? A 3-1-0 deed is really not something to look at - especially at 8 value where there are a lot of better options (and almost none of them provide control points, at least not to their owner). The trait currently affects three cards - Natalya, Shizeng Lu, and Carlton "Min" Rutherford. Note that it does NOT affect your opponent's 108 Worldly Desires - even though you are considered to have less ghost rock than your opponent, he is not considered to have more than you (yep weird). A startable Saloon is good for Clementine Lepp and Forster Cooke. Overall I don't think it's worth it to start this deed in place of a dude, or to play it from the deck. Very underwhelming.</p>
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<p>This is very interesting indeed, a win condition in itself - but one that your opponent might use for his own benefit. 9 is an underplayed value, but it has some nice stuff for every skill - Asyncoil Gun, Red Horse's Tail, Consecration, Phantasm. It might be a bit too risky (and unnecessary) for Clowns, but it's a good spot for Spirit Fortress, Gadget Fort, or Miracle decks - just be sure to pack some way to bring dudes into your posse if they decide to oppose. Or, control the town square. Yeah, this one will require some playtesting to figure out the best way to utilize it and avoid the risks. But it will definitely be played.</p>
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<p>Gaining ghost rock and cycling cards, that's strong! However, this deed is harder to evaluate than its twin brother, Notary Public. And it's not just about it costing 1 gr more. The thing is, all Saloons and Casinos are clustered at low values, mostly 4's, 5's, and 6's. There is a notable exception in The Union Casino, which is on value with this deed. Overall, very strong but limited in what decks in can go in. Might be worth playing off-value.</p>
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<p>Look, a Holy Ground deed! Abram Grothe (non-XP) breathes heavily. 4-2-1 are decent stats, and at Q value it's actually quite good, considering that other deeds there might be too risky (The Pharmacy) or almost useless (Testing Range). The effect is quite strong if utilized properly, it basically increases your maximum hand size, but it can clog your hand with cards you cannot play over the course of several turn. You need ways to discard cards for some effect, like Asakichi Cooke or Ambrose Douglas.</p>
<span style="text-align:center">* * * * *</span>
<p>All right folks, that's it for today. Part 2 of the review will be done shortly (hopefully), covering Goods, Spells, and Actions.</p>
<p>Meanwhile, the <a href="https://www.facebook.com/groups/725656174207374" target="_blank">2nd Doomtown OCTGN League</a> reached its pinnacle. Me and <b>gozik</b> meet in the finals tomorrow, at around 11 pm (UTC +3). Some serious spells shall be slung. Come watch the game, and bring popcorn!</p>
</div>mplainhttp://www.blogger.com/profile/13922579925195216332noreply@blogger.com0tag:blogger.com,1999:blog-4486028032543013073.post-81922022803044770672016-03-14T01:14:00.003+03:002016-03-14T01:34:39.598+03:00On the timing of 'save' effects<div style="text-align: justify;">
<p>An open letter to the Rules Team of Doomtown: Reloaded concerning the issue of how <a class="card card-title" data-index="01076" href="http://dtdb.co/en/card/01076" target="_blank">Undertaker</a> now works with 'save' effects. I originally posted this on the rules forum, but I decided to post it here as well after the recent ruling on <a href="http://www.alderac.com/forum/viewtopic.php?f=375&p=1491385" target="_blank">Theo Whateley-Boyer + The Joker's Smile</a>.</p>
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<p>Good day. This is not a rules question, nor an invitation to a discussion. This is player feedback and a suggestion, although it does deal directly with rules.</p>
<p>Back in October we got new rules for the <a href="http://www.alderac.com/forum/viewtopic.php?f=375&t=115412" target="_blank">timing of traits and reacts</a>. While being generally positive and directed to make the game rules framework more consistent and orderly, they also caused a rather confusing change to the way one popular card, Undertaker, works with ‘save’ effects. Or rather, some can say, these new rules exposed a lack of clear timing as to when do discarded / aced dudes actually get placed into the discard pile / boot hill.</p>
<p>Back before these new timing rules we had a mostly intuitive and convenient set of rules regarding how Undertaker works:</p>
<ol>
<li>Control of the deed is recalculated after each casualty leaves play (and so its influence doesn’t count)</li>
<li>Ghost rock is awarded to the deed’s controller only if a dude actually got aced and left play (was not saved)</li>
</ol>
<p>Personally, I liked the way it worked quite much, and I believe many players are used to this as well.</p>
<p>With the introduction of new timing rules for traits and reacts <a href="http://www.alderac.com/forum/viewtopic.php?f=375&t=115431#p1490077" target="_blank">rule #2 got revoked</a>: Undertaker now awards ghost rock even if a dude is subsequently saved from being aced. The Undertaker now pays in advance, so to say. A similar confusing interaction exists with some other cards (<a class="card card-title" data-index="03017" href="http://dtdb.co/en/card/03017" target="_blank">Corporeal Twist</a>, <a class="card card-title" data-index="08019" href="http://dtdb.co/en/card/08019" target="_blank">A Fight They’ll Never Forget</a>, <a class="card card-title" data-index="10036" href="http://dtdb.co/en/card/10036" target="_blank">A Hero’s Passing</a>).</p>
<p>A recent *temporary* ruling says that <a href="http://www.alderac.com/forum/viewtopic.php?f=375&t=115714#p1491057" target="_blank">rule #1 is about to be revoked</a> as well: a dude now leaves play only after all traits and reacts to him being discarded / aced have been played and resolved. So now an aced dude’s influence counts when determining who gets paid. The Undertaker pays in advance even more.</p>
<p>I understand that the game rules system must be consistent and orderly, however I believe there is a way to keep it that way, and at the same time keep this particular card (Undertaker) and some other card interactions working the same way that players are used to.</p>
<p>I suggest making a general rule stating that ‘save’ effects have a different timing trigger than other traits and react abilities that trigger off the same event. Something along the lines of:</p>
<ul>
<p>If a trait or a React ability would prevent an event from happening and/or replace it with another event (uses the word “instead”), this trait or React ability triggers when a specified event *is about to* happen. Thus, such traits and react abilities trigger before other traits and react abilities with a similar wording, but without the word “instead”.</p>
</ul>
<p>Basically, when some event happens, first check if there are any traits or reacts that trigger and replace that event (use the word ‘instead’), if there are none, then the event actually takes place (e.g. a dude is aced and placed into boot hill), and other traits and reacts can trigger.</p>
<p>A primary example of a card with a ‘save’ effect, Lay On Hands, already has a wording that is different from other reacts. There are a total of 6 cards with ‘save’ effects currently in the game (<a class="card card-title" data-index="01008" href="http://dtdb.co/en/card/01008" target="_blank">Arnold McCadish</a>, <a class="card card-title" data-index="03006" href="http://dtdb.co/en/card/03006" target="_blank">Dr. Emmanuel Ashbel</a>, <a class="card card-title" data-index="05029" href="http://dtdb.co/en/card/05029" target="_blank">Lay On Hands</a>, <a class="card card-title" data-index="07016" href="http://dtdb.co/en/card/07016" target="_blank">Vitality Tonic</a>, <a class="card card-title" data-index="08005" href="http://dtdb.co/en/card/08005" target="_blank">Warren Graves</a>, <a class="card card-title" data-index="10038" href="http://dtdb.co/en/card/10038" target="_blank">Backroom Deals</a>). Future cards can be made to have a wording similar to Lay On Hands.</p>
<p>This distinction in timing between ‘save’ effects and other reactions already exists in another popular card game, A Game Of Thrones: The Card Game 2nd Edition, and I believe that it would be easy enough for players to adapt to it, and at the same time it would remove the necessity to significantly change the way certain card interactions work, the way that the players are used to.</p>
<p>Thank you for your attention.</p>
</div>mplainhttp://www.blogger.com/profile/13922579925195216332noreply@blogger.com0tag:blogger.com,1999:blog-4486028032543013073.post-63931583505174852952016-03-10T17:37:00.000+03:002016-04-02T10:21:29.030+03:00Morgan Flyin' ZombiesSince everyone over at <a href="http://dtdb.co/">dtdb.co</a> is posting their versions of <b>Prodigy</b>'s deck <a href="http://dtdb.co/en/decklist/1861/morgans-flyin-zombies">Morgans Flyin Zombies</a>, I thought I'd post mine as well. I had huge success with it on OCTGN, up to a point where I'm starting to think gadgets are already *there*.<br />
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<a href="http://dtdb.co/en/decklist/1965/morgan-gadgets-8-j-q-flyin-zombies" target="_blank"><img alt=" Decklist on dtdb.co" border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiogs98puh_pvrGRUwQPzCr_Q8Dvr5c82JXmn_Rv7r8tatblFuoA7Do7Qk-gfZ1BXTwd2sG_tPpFbzkobKObgdlS4pxhWhogeetnFD4KgGq5Y1X9oIsvM9NIB_KgqoP5Eyv-JOE-B5OaNA/s1600/1.jpg" /></a></div>
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The deck performed well against pretty much everything I encountered online. I had troubles with <b>gozik</b>'s Clowns (obviously), and I hit a wall playing against <b>SirLargeness</b>'s dudeswarm Den deck. Didn't encounter any landslide.<br />
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You have huge economy early on, with your mad scientists inventing Disgenuine Currency Press and building out of town deeds. Don't engage early and don't try to mess with their economy, your late game is probably stronger than theirs.<br />
<br /></div>
<div style="text-align: justify;">
Preferred start is: use Specks to help Arnold invent a Disgenuine Currency Press, then use Arnold's ability to find an out-of-town deed, and send Irving to build it using the home ability. Repeat this for a couple of turns. Get at least two Force Field and one Yagn's, and preferrably a Bio-Charged Neutralizer. Once you have two studs and two Force Fields and some money, you can engage.<br />
<br /></div>
<div style="text-align: justify;">
Or, you can wait some more and get "Dead" Billy Jones with an Ornithopter and Louis Pasteur in play, get some Slight Mods and INWYKs, and a ton of money (easy with this deck). After that you're pretty much unbeatable - every shootout will result in your opponent taking a casualty every round, while you just keep sending Billy home and bringing him back.<br />
<br /></div>
<h4 style="text-align: justify;">
<ul>
<li>Individual cards</li>
</ul>
</h4>
<div style="text-align: justify;">
<b><br /></b>
<b>Luke, the Errand Boy</b> lets you juggle Neutralizers around and can become a formidable 4-stud, can also pass his gun over to someone else if he gets Sunned, and can let a Pistol Whip-ed dude get back in the posse by passing the Ornithopter. Remember, he can grab gadgets from outside the posse (even if he's not in it), and pass them over to outside the posse (if he's in). If he's standing in the town square and your Irving gets attacked at a deed, Luke can pass him an Ornithopter all the way from your home. Oh, and if you don't have Billy or INWYK to abuse your Force Field, Luke is the first one to bite the dust. But he'll come back! Hopefully not as your mad scientist pull...<br />
<br /></div>
<div style="text-align: justify;">
<b>"Dead" Billy Jones</b> is very good even without the Personal Ornithopter, just give him a Bio-Charged Neutralizer and a Force Field. So I upped him to 2 copies, unfortunately at the expense of Lane Healey. It might also be worth it to start Billy in place of Jen.<br />
<br /></div>
<div style="text-align: justify;">
<b>Steven Wiles</b> is here to make it easier for you to cycle away Disgenuine Currency Press. Play him even if you're not planning to engage: give him the Press or two, and send him to an out of town deed - your opponent's, or yours if they're trying to choke your economy. He can also use the home ability.</div>
<div style="text-align: justify;">
<br />
<b>Miasmatic Purifiers</b> are your main victory condition in case your opponent doesn't want to fight you, seeing as he just keeps losing dudes to your Force Fields.<br />
<br /></div>
<div style="text-align: justify;">
<b>Louis Pasteur</b> is a game-changer when you have enough cash. Reeeally strong. Engage, make them empty their hand, soak up a casualty, flee home, unboot, engage again, wipe them out. Or, play cat-and-mouse with your opponent, make him boot out, then surprise him with lost of unbooted dude to occupy all his deeds. In this deck, you can actually afford it all!<br />
<br /></div>
<div style="text-align: justify;">
<b>J.W. Byrne</b> is super effective with Yagn's, might be worth it to start him in place of Jen, although you do get 1 less influence out of it, and 1 fewer mad scientist in case you get flooded with gadgets (it happens). Since this deck is more about late game control, not early aggro, I prefer Jen, but I'm always happy to draw J.W. later on.<br />
<br /></div>
<h4 style="text-align: justify;">
<ul>
<li>Off-value cards</li>
</ul>
</h4>
<div style="text-align: justify;">
<br />
There are certain off-value cards that I would like to have at least as a 1-of to give me more options, some of them made it into the deck, some didn't - these are flexible slots, something to experiment with.<br />
<br /></div>
<div style="text-align: justify;">
<b>Personal Ornithopter</b> is an obvious inclusion, without it the deck wouldn't be Flyin' Zombies :) If you get it early, you can also give it to Irving and abuse the home ability without much risk. Be mindful if your opponent won lowball and might have Unprepared, but you have Slight Mod to counter it.<br />
<br /></div>
<div style="text-align: justify;">
<b>Kidnappin'</b> is in because, well, gadget decks generally lack the surprise factor, so here is some. Mostly for when they send their influence to your out of town deeds, but you can also use it when they spread out to force them off your deeds, and then build some Miasmatic Purifiers and win by CP.<br />
<br /></div>
<div style="text-align: justify;">
<b>Mario Crane</b> doesn't quite work with the general strategy of the deck -- but he actually acts like an alternative to that strategy. Instead of attacking with a bunch of dudes and making your zombies fly there and back again, you engage with Mario solo instead, and he'll even save you some ghost rock that you would otherwise have to pay to use Personal Ornithopter. An added (and sometimes vital) benefit is that he's immune to lose-to-win tactics like Takin' Ya With Me and Hot Lead Flyin' -- which might otherwise wreak your strategy. Just keep it legal!<br />
<br /></div>
<div style="text-align: justify;">
<b>Telepathy Helmet</b> - an awesome card, but A Slight Modification helps a lot vs. Unprepared, while Yagn's makes your dudes immune to Pistol Whip, and you don't fear many other targeted Shootout abilities.<br />
<br /></div>
<div style="text-align: justify;">
<b>Mechanical Horse</b> - some more mobility is always nice, sure. I tested it, but haven't really found it necessary. Billy's ability is usually enough (yes, don't forget he also has a useful ability!)<br />
<br /></div>
<div style="text-align: justify;">
<b>Marty</b> - sidekicks are good with Force Field, and this one is on value, and speeds up your gadgets (although you probably has enough speed. An okay card.<br />
<br /></div>
<div style="text-align: justify;">
<b>Outgunned</b> seems to be excellent in combination with Force Field, however in testing I found that it's not all that often that my posse has more bullets than the opposing one, and it also limits my mobility somewhat. But mostly I just think that Unprepared is more crucial to neutralize certain cards that negate my strategy.<br />
<br /></div>
<h4 style="text-align: justify;">
<ul>
<li>Things to watch out for</li>
</ul>
</h4>
<div style="text-align: justify;">
<b><br /></b>
<b>Shield of Faith</b> and <b>Holy Roller</b> stop your Force Field shenanigans from killing off opposing dudes. The best way to deal with it if you don't have enough Unpreps and Slight Mods is to make your opponent use them, flee home, unboot with Louis Pasteur, and come back.<br />
<br /></div>
<div style="text-align: justify;">
<b>Pinned Down</b> - few people play this, simply because they usually play Kidnappin' instead. But it can totally ruin your day. Slight Mod and INWYK help here.<br />
<br /></div>
<div style="text-align: justify;">
<b>No Funny Stuff</b> - watch out! This nasty thing blocks Force Field! Don't waste your Slight Mods on petty stuff if you expect this.<br />
<br /></div>
<div style="text-align: justify;">
<b>Takin' Ya With Me</b> and <b>Hot Lead Flyin'</b> can ruin your day if you rely on winning shootouts, including the Force Field + INWYK combo. Better have your zombies around!</div>
mplainhttp://www.blogger.com/profile/13922579925195216332noreply@blogger.com0tag:blogger.com,1999:blog-4486028032543013073.post-32753481830691403602016-02-17T00:44:00.002+03:002016-04-02T10:21:20.749+03:00[Report/Deck Tech] Winnig a tournament with Control Clowns<div align="JUSTIFY" style="margin-bottom: 0cm;">
Hi,</div>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
on 6<sup>th</sup>
February I managed to win a 13-player tournament in Cracow, Poland.
I'll share my thoughts on the deck I played and spice it up with a
brief tournament report.</div>
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<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/01001.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/01001.jpg" height="320" width="228" /></a></div>
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</div>
<a name='more'></a><br />
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<br /></div>
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<b>*** The rules ***</b></div>
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<br /></div>
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So, to begin with, I'll
briefly describe the tournament rules that we play with here in
Poland as they are not the same as the ones that are used most of the
time in other tournaments around the world. The differences are:</div>
<ol>
<li><div align="JUSTIFY" style="margin-bottom: 0cm;">
We play a 60 minutes
rounds with a best-of-three system. During the swiss rounds, if the
match did not finish in time, we would play usual 3 Noon actions per
player and then check the regular win condition (CP>INF) – if
someone won, cool for them, if not, then that game is considered a
draw. We do not check further tiebreakers.</div>
</li>
<li><div align="JUSTIFY" style="margin-bottom: 0cm;">
During a play-off
stage, if there is a tie (1-1, or 0-0), when the time is called, the
above rules follow, with the exception that if a win is not claimed,
a completely new game starts with a time limit of 15 minutes. If the
extra time is called again, then after 3 Noon plays we check:
regular win conditions, 'closest to victory', more CP, more INF etc.
as per the AEG rules.</div>
</li>
</ol>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
This may appear weird,
but the goal of the system is to give the players as much game time
as possible. With a standard one game per round system, some players
may have a very quick round and then will need to wait considerable
amount of time to play again. However, the system has its flaws as
well and to be honest, I am not a big fan of it. First and foremost –
it is incredibly difficult to finish 3 games in 60 minutes. I
consider myself a reasonably fast player, i.e. I try not to overthink
every move and do not try to brute force all chess moves in my mind,
so I usually have enough time to at least avoid a 0-0 draw, but
finishing three games in an hour – that's just really hard, and
almost impossible in some matchups.
</div>
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<br /></div>
<ol start="100" type="i">
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The above system means
that a lot of the time a match does not finish in time. I would
estimate roughly 30% of the games end within the designated time
lmit and all the others go to time. This is really bad as there are
numerous unintentional draws in the swiss portion of the event,
which skews the overall results and adds to overall bad experience.</div>
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</div>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
How to resolve this
issue? Frankly, I don't know. I don't think there is a system that
would both allow maximum game tiem for players, allow to finish all
games on time and do not prolong the tournament forever. I guess
some concessions need to be made and as long as other players are
fine with going to time every round, I'll just oblige and won't
fight the tide.</div>
</ol>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
This particular
tournament lasted 5 rounds of swiss with a cut to top4. Usually, you
would have played 4 rounds with 13 players, however the organizer
decided to add another round to maximise the game play experience for
all involved. You see – we all really love to play as much as we
can. :)</div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
<b>*** The tournament ***</b></div>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
<br /></div>
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There was a nice variety
of decks among the participants:</div>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
2x Desolation Row</div>
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1x Base Sloane</div>
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2x Law Dogs Straight
Flush</div>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
1x Warden Blockade -
<a href="http://dtdb.co/en/decklist/1837/op-kit-5-warden-blockade-1st-place">http://dtdb.co/en/decklist/1837/op-kit-5-warden-blockade-1st-place</a></div>
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2x The Spirit Fortress</div>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
1x It's Raining Men... -
<a href="http://dtdb.co/en/decklist/1787/it-s-raining-men-hallelujah-3-0-tournament-record-">http://dtdb.co/en/decklist/1787/it-s-raining-men-hallelujah-3-0-tournament-record-</a></div>
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2x Gadgetorium (1xJ-Q-K,
the other one – I don't know the details)</div>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
2x Clown Control (me and
another player from my group, we played the same list with ~4 card
difference based on personal preference)</div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
My rounds went as
follows:</div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
<i>R1 against Warden
Blockade – Win 2-0</i></div>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
I must admit I am a big
fan of kollatt's decks. They are always well though-out with no
random chaff and a clear gameplan. This particular deck is super
sweet, because it's focused around one of pet cards of mine, which is
Hot Lead Flying'. I surely do love to throw some lead at my foes.
Unfortunately for my opponent, the deck has far to little influence
and crippled economy to stand a chance against proper Clown build.
The deck also lacks the necessary aggression – 4 Kidnappings is too
little and the deck has no real clock whatsoever, so the Clowns have
all the time in the world to set up and finish the job with a
combination of Paralysis Marks, Blood Curses and Takin' Ya With Me.
At no point in both games, I was remotely close to even feel
threatened and comfortably won 2-0.</div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
<i>R2 against Control
Clowns – Intentional Draw</i></div>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
This was an easy decision
for both of us. We knew our decks inside out and playing nearly 100%
mirror is not fun at all and is mentally taxing to the extreme. Also,
chances were, we would have not finished in time and would split the
games anyway. I do not really like ID'ing that early in the
tournament, becuase it typicaly messes up the breakers for both
players and is more of a loss for both parties. However, with the
special format of the tourney, a draw is not nearly as bad as in
usual circumstances, as you could expect the results distribution
will flatten and spread out more evenly, so you won't be punished as
much with losing the 2 precious points. Also, the advantage of having
a spare hour to relax, rather than burning your brain during a mirror
match is nothing to scoff at. The fact that my opponent was a
teammate of mine only added to the decision.</div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
<i>R3 against J-Q-K
Gadgetorium – Win 2-1</i></div>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
Generally speaking, this
should be another easy matchup. My opponent didn't have any form of
pressure, lacked influence and the dudes were perfect target for Soul
Blast with their low values present everywhere. I won the first game
without too much effort and that was when my troubles began. I felt
far too cocky and my hubris hit me game 2. I didn't really pay too
much attention to the amount of control points on the table and
managed to get myself booted out without any real reason. Without
ability to move and with my pants down, my opponent calmly took over
some deeds and humiliated me with evening things up. We had 15-20
minutes left on the clock and I needed to get together, buckle up and
try to win the decider. Thankfully, I had a decent draw with a lot of
deeds. The control points were there on the table, so the only thing
left was to paralyse some guys and curse others and the game was done
with a few minutes to spare. This should have been an easy round, but
due to my arrogance and good play of my opponent, I almost threw up
the win out of the window.</div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
<i>R4 against Spirit
Fortress – Win 1-0</i></div>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
This matchup is an
interesting one. It can end up two ways, depending on how you decide
to approach it. You can either build up at home and just stall out to
a draw as neither player would be able to surpass the wall of
influence (even with the help of Nico and Chief Steven) or you could
do the last thing your deck was supposed to be doing, which is rush
the opponent like a true Zerg. I thought that with a 2-0-1 record I
could still afford a loss and would be in a win-and-in situation last
round and a potential win would virtually lock me into the top4. With
that in mind, I took the path of bravery. My draw helped me
considerably as I had an early Steven Wiles, two Soul Blasts and a
couple of Unprepareds to work with. I quickly occupied opponent's
deeds and engaged in risky shootouts. After a 50-minute grind, I
emerged victorious making few remaing CPs with Nicodemus. With 10
minutes left on the clock, my opponent decided there was no sense in
starting the second game as there was exactly zero chance that we
could finish the game in time.</div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
<i>R5 against Straight
Flush Law Dogs – Intentional Draw</i></div>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
An easy decision,
considering it puts us as first and second seed in the top4.</div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
<i>Semi-finals against
Clown Control – Win 2-1</i></div>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
I lost game one in a
pretty typical fashion for the mirror. My opponent drew more relevant
spells (Paralysis Marks and Blood Curses) and promptly put them to
good use. To crush my dreams further, he had a chance to Take Me With
Him, whereas all my copies got cycled during lowball. Oh well, onto
game two. This time around, my opponent made some questionable
decisions and rushed onto my deeds without sufficient insurance. I
made the most of the situation and managed to kill some of the more
influential of his guys occupying my deeds. The rest was elementary.
Few Marks here, few Curses there and we were set for game three...
Which we didn't finish, as was pretty much obvious from the get go.
So we shuffled up again and started another game, which was supposed
to finish in 15 minutes... yeah, right... We timed-out again with 3
chess moves left for each of us. I was in a better position as I had
a clear win on board with my opponent was out of money and me having
2 more influence on the table and two deeds to his one. There was no
chance for him to get out of this with just 3 moves left. I think I
had a slight advantage on the board, but it was far from over at that
point to predict a clear winner, had the game been played out till
the 'true' end.</div>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
<i>Finals against
Straight Flush Law Dogs – Win 2-0</i></div>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
My opponent was another
teammate of mine who beat Desolation Row in the semis (played by my
fourth teammate – yay!, four of us took the tournament by force!).
Typically, we would have split the prizes and shook hands without
playing as the prizes were exactly the same for both 1<sup>st</sup>
and 2<sup>nd</sup> (a Chief Stephen playmat, a pouch with ghost rock
coins, some promo cards and a ~16 year old sealed 7<sup>th</sup> Sea
CCG starter deck generously donated by one of the players), but the
guys were waiting for their train anyway and I had another hour to
wait for my girlfriend to drive by and pick me up home, so we decided
to play it out. I had a very good draw with multiple Soul Blasts,
Jael's Guiles and my relevant Clubs. After some build up, it all
ended up with some very bloody shooutouts, where I managed to kill
enough dudes to seal the deal. The remaining influence of the Law
Dogs was simply not enough. It took a little while to finish the
game, so with a clock ticking my opponent had no choice, but to
engage in some risky shootouts from the get go in game two. Again, I
managed to stand up with my head above the water. With my opponent
booted out, I unleashed my sandbagged Blood Curses and Puppet and
proceeded to wreak havoc in his home with my freshly suited Avie
Cline. Puppeting a dude to win a tournament is certainly an
achievement that's now considered unlocked. ;)</div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
<b>*** The deck ***</b></div>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm;">
This is the monstrosity I piloted to win:<br />
<br />
<a href="http://dtdb.co/en/decklist/1905/clown-control-2-0-winner-13-players-cracow-poland">http://dtdb.co/en/decklist/1905/clown-control-2-0-winner-13-players-cracow-poland</a><br />
<br />
<i><u>Clown Control 2.0</u></i><br />
<i></i><br />
<div>
<br /></div>
<i>The Fourth Ring (Base Set)</i><br />
<i></i><br />
<div>
<br /></div>
<i>Dude (17)</i><br />
<i>1x Arnold McCadish* (Base Set)</i><br />
<i>1x Avie Cline (Base Set)</i><br />
<i>1x Bobo (Base Set)</i><br />
<i>1x Eve Henry (Base Set)</i><br />
<i>1x Jake Smiley (Election Day Slaughter)</i><br />
<i>1x Leonardo "Leon" Cavallo (Double Dealin')</i><br />
<i>1x Max Baine (Exp.1) (No Turning Back)</i><br />
<i>1x Nicodemus Whateley (Faith and Fear)</i><br />
<i>1x Old Man McDroste (Nightmare at Noon)</i><br />
<i>2x Steven Wiles (Base Set)</i><br />
<i>1x The Brute* (Election Day Slaughter)</i><br />
<i>1x The Flying Popescus* (Frontier Justice)</i><br />
<i>1x The Ghostly Gun (Base Set)</i><br />
<i>1x Travis Moone* (Base Set)</i><br />
<i>1x Tyxarglenak (Base Set)</i><br />
<i>1x Valeria Batten* (Faith and Fear)</i><br />
<i></i><br />
<div>
<br /></div>
<i>Deed (12)</i><br />
<i>2x Baird's Build and Loan (Double Dealin')</i><br />
<i>1x Carter's Bounties (Base Set)</i><br />
<i>2x Circle M Ranch (Base Set)</i><br />
<i>2x General Store (Base Set)</i><br />
<i>1x Pat's Perch (Base Set)</i><br />
<i>1x St. Anthony's Chapel (Faith and Fear)</i><br />
<i>1x The Pharmacy (Base Set)</i><br />
<i>1x The Union Casino (Base Set)</i><br />
<i>1x The Whateley Estate (Faith and Fear)</i><br />
<i></i><br />
<div>
<br /></div>
<i>Goods (3)</i><br />
<i>3x Jael's Guile (Dirty Deeds)</i><br />
<i></i><br />
<div>
<br /></div>
<i>Spell (12)</i><br />
<i>4x Blood Curse (Base Set)</i><br />
<i>4x Paralysis Mark (New Town, New Rules)</i><br />
<i>1x Puppet (Election Day Slaughter)</i><br />
<i>1x Shadow Walk (Base Set)</i><br />
<i>2x Soul Blast (Base Set)</i><br />
<i></i><br />
<div>
<br /></div>
<i>Action (8)</i><br />
<i>1x Recruitment Drive (Base Set)</i><br />
<i>1x Rumors (Base Set)</i><br />
<i>4x Takin' Ya With Me (Base Set)</i><br />
<i>2x Unprepared (Base Set)</i><br />
<i>Joker (2)</i><br />
<i>1x Joker (Black)</i><br />
<i>1x Joker (Red)</i><br />
<i></i><br />
<div>
<br /></div>
<i>52 cards with printed value (required 52)</i><br />
<i>Cards up to Dirty Deeds</i><br />
<br />
The above list is heavily based on the following deck by gozik: <a href="http://dtdb.co/en/decklist/1507/the-most-consistent-deck-1st-moscow-5-0-">http://dtdb.co/en/decklist/1507/the-most-consistent-deck-1st-moscow-5-0-</a>. There is quite a lengthy description of the deck concepts in the above link, so please make sure you're familiar with it beofre reading any further. I'll just sum up in a few short words why the deck is so good and focus on my changes that made the deck even better.<br />
<br />
So... why are the Clowns head and shoulders above all the other decks in the current metagame? The answer is not an easy one. The deck definitely does not look broken at first glance, but truth be told, it is very close to that magical border, where a banhammer is waiting for it. The main strength of the deck is that its strategy is non-linear. Most decks in Doomtown are direct opposite of it, i.e. Spirit Fortress runs its combo or dies, shooter decks initiate shootouts and sling lead, landslide just plays its deeds and dudes repeatedly etc. None of these decks are good at changing gears and adapting to the situation. They also attack the opponent from one particular angle and if the opponent is prepared, such decks struggle. With Clowns, the story is completely different as the deck attacks from several completely different directions:<br />
<br />
<ul>
<li>it does not need to shoot at all to win the game,</li>
<li>it employs a lose-to-win shootout strategy with Takin Ya With Me', having a solid shhotout structure at the very same time,</li>
<li>it hinders enemy's movement,</li>
<li>it reduces influence,</li>
<li>it makes helluva lot of money and plays a lot of cheap dudes which helps in grinding out the long game.</li>
</ul>
<br />
All the above are different things that require different answers and no deck currently in the metagame is capable of handling all of the above at the same time.<br />
<br />
It is also worth pointing out that the above deck is a completely different deck than what is typically perceived as a 'Clown Control' deck, especially in the US environment. The American versions of Clowns are quite different as they typically forego Takin Ya' With Me for It's Not What You Know and play J's ratehr than 10's. Those decks are a different kinds of animal as they intend to actually win some shootouts. With my deck, you don't really care if you win or lose. Your structure is more to force your opponent to show at least a four of a kind, so that they must remain honest while calling out and cannot for example go 1 vs 1 like one could against Landslide.<br />
<br />
The versatility and resilience of the archetype makes it the strongest in the game, with 80%+ winrate against the field. Is the deck too good? I am on a verge of saying yes (If I were to ban something I would have gone for Takin Ya' With Me AND another card, either Paralysis Mark or Blood Curse), but with a caveat that I am ok to give the designers a two-three saddlebags of trust more. Maybe the cure is looming and the bogeyman will be finally gone? So far, cards like Dumbstrack, Sword of teh Spirit and Fancy New Hat didn't really help much against the archetype. I haven't had a chance to test Yagn's Mechanical Skeleton yet, but I sincerely doubt it'll be enough to stop the Clowns on its own.<br />
<br />
<b>*** The changes ***</b><br />
<br />
The changes I made to the deck are not earthshaking:<br />
-1 Rumors<br />
-2 This'll Hurt in the Mornin'<br />
-1 Too Much Attention<br />
-1 It's Not What You Know<br />
-2 Shadow Walk<br />
<br />
+1 The Whateley Estate<br />
+2 Takin' Ya With Me<br />
+1 Soul Blast<br />
+3 Jael's Guile<br />
<br />
I removed all the 8s of Clubs, leaving single Rumors, which I don't like anyway. I think all the 8s in gozik's version are bad, but you need to make a concession and play at least one to give yourself a chance of drawing a legal four of a kind on 8s. Rumors is actually passable in the deck as together with Blood Curse and Old Man McDroste you can acually completely shut down opponent's influence. At the same time, I don't really think you need Rumors to win and most of the time you just cycle them for no tangible benefit.<br />
<br />
As far as This'll Hurt in the Morning is concerned, I think the card is extremely overrated. I have played a fair share with it and while I liked it in the begining, after a few bad beats, I lost my attraction to the card. Unfortunately, it suffers from the variance syndrome, i.e. instead of helping you readuce luck being a factor in your games, it actually increases it. Quite often the effect will just whiff and you'll suffer a horrible death. It's also counterproductive to play cards you need in shootouts if you don't want to engage in the shootouts in a first place. Clubs that are good only during a shootout have a tendency to rot in your hand, which is something I wanted to avoid as much as I could. It's true, you can technically cycle them during law ball, but it feels so bad, I'd rather have cards that actually do something. That's why 3 of the 8s got the axe.<br />
<br />
Too Much Attention is very situational. Most of the time it's a 'do nothing' card with a very low ceiling. It does not belong to the deck at all.<br />
<br />
Takin' Ya With Me however is INSANE in the deck. If I could play 6, I would. The card perfectly compliments your spells. You have plenty of options to lock down enemy dudes and sniping their influence is the best feeling in the world. Trust me folks! Takin' wins games by itself. It's nearly impossible to play around and you'll always find some juicy targets to hit. That meant INWYK needed to go and again – same as with This'll Hurt in the Morniong – you don't really need a cheatin' resolution on a club. This is what makes this deck different than the typical Control Clowns. You don't focus on winning the shootout too much – if you win it – great!. If you lose, no big deal, as you're reaping the rewards anyways. This strategy is also much more reliable. In the current metagame, it is very hard to center your gameplan around winning shootouts. You can simply run into another deck with the same premise and your matchup will end up within 50-50 margin with no clear frontrunner. If you don't need to win shootouts to win the game, you're golden.<br />
<br />
Adding another Sould Blast was actually a last minute addition. I typically played a second Puppet in that slot to hedge against 108 Landslide. However, for this tournament, I thought there will be many more hostile aggro decks than landslide, so another Sould Blast would probably be better.<br />
<br />
And now for the icing on the cake... Jael's Guile!<br />
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For starters, I've never been a huge fan of Shadow Walk. Don't get me wrong, the card isn't bad. It's just that it doesn't really do enough to help you win the game. Sure, you do get some better chess game, helps you use your home ability and makes it easier to threaten opponent deeds. It's also quite good in the mirror. However, this archetype is so strong already, that the card feels like it could be virtually anything (Forget, Phantasm) and the deck would not lose much of its efficiency.<br />
<br />
At this point, I thought to myself – ok, the deck is really good, but when do you actually lose? To no surprise, most of the losses came from early aggression. Although clowns are almost like cocroaches – you kill one, another one emerges out of nowhere, it is definitely possible to kill both Hucksters quickly and it's all uphill battle for the control player. To help mitigate this small weakness, I thought about a good defensive option for the deck. And then the hammer dropped from the sky! Jael's Guile! – the card is perfect for the efficient protection this deck looked for. I must admit – I'm a bit of a fanboy of the card, not only in this particular deck, but in pretty much anything that plays 10s on value. I could even see the card being plashed off-value. The hammer is just that good. It's much better than Quickdraw Handgun for example. It's also much better than a Coachwhip and most club cheatin' punishment cards. This sort of puzzles me, because the card went largely unnoticed and overlooked by the general public. It might be, because the wording is a tad complicated and full of clauses which make it hard to evaluate the card properly. In short , the card reads: „Cheatin' Resolution, Boot: Your opponent discards two dudes.” This effect is AMAZING. It actually stops your opponent from cheating at all in the shootout as not many decks can afford to just let two dudes go before resolution. You may wonder about the clause that allows your opponents to boot the dudes instead – how often does it thwart your plans? I would say, while used on defense, you're very likely to take down two dudes. While used on offense, you're 50-50, which is still good.<br />
<br />
Consider a situation: you're up against an aggresive Desolation Row deck. You win lowball and play Jael's Guile on Popescus. What can your opponent do? If he plays a Kidnappin', he pretty much can't cheat in the shootout, or he'll lose two dudes. And showing a legal full house does not really guarantee him a win (not even counting The Brute and Arnold's React). The hammer is also a Mystical good, so your Popescus suddenly become a second stud in your starting posse – with a 7-3 shootout hand, you're not that unlikely to threaten a Four of a Kind. So, let's say your opponent decides to play a good of their own – like a Shotgun or a Peacemaker. You then follow-up with a Soul Blast on Valeria. At this point in time, you actually survived your bottle-neck moment and the victory is pretty much sealed already. Had you played with cards like This'll Hurt in the Morning or It's Not What You Know instead, your opponent would probably just Kidnapped one of your guys and you would be up with a dillemma: do I let go and don't opposse or do I oppose, spin the wheel of fortune and hope for the best? With the simple addition of one card, you change the dynamics of the whole matchup, which in my opinion is huge and helps a lot against the worst matchups of the deck (which are still positive - around 60%).<br />
<br />
All in all, the deck is really good. It hardly ever loses against anything and the addition of Jael's Guile just gives the deck another lap of advantage in front of the opposition. If you want to win your next Deputy event or Outlaw Series tournament – just copy the list above and I can gurantee you'll succeed. :)<br />
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Pudelhttp://www.blogger.com/profile/02574212509752510004noreply@blogger.com1tag:blogger.com,1999:blog-4486028032543013073.post-86539223936337315062016-01-15T00:59:00.000+03:002016-04-02T10:22:31.581+03:00[Deck Tech] Next Level Slide<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">Hi,</span></div>
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<span style="color: black;">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: </span><span style="color: #888888;"><a href="http://dtdb.co/en/decklist/1552/op-kit-4-event-banditslide-1st-place">http://dtdb.co/en/decklist/1552/op-kit-4-event-banditslide-1st-place</a></span></div>
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<a name='more'></a><br /><br />
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<span style="color: black;"><i><b>Next
Level Slide</b></i></span><span style="color: black;"><span style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial; background-position: initial; background-repeat: initial; background-size: initial;"><br /></span></span><span style="color: black;"><i><b>DTDB
link: </b></i></span><a href="http://dtdb.co/en/decklist/1729/next-level-slide-top2-op-kit-warsaw-poland-28-11-15"><span style="color: #888888;"><span style="text-decoration: none;"><i><b>http://dtdb.co/en/decklist/1729/next-level-slide-top2-op-kit-warsaw-poland-28-11-15</b></i></span></span></a></div>
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<br /></div>
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<span style="color: black;"><i>The
108 Righteous Bandits (Immovable Object, Unstoppable Force)</i></span></div>
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<span style="color: black;"><i>Dude
(17)</i></span></div>
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<span style="color: black;"><i>1x
Abuelita Espinoza (Immovable Object, Unstoppable Force)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x
Androcles Brocklehurst (Base Set)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x
Asakichi Cooke* (The Light Shineth)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x
Benjamin Washington* (Immovable Object, Unstoppable Force)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x
Clementine Lepp (Base Set)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x
Daomei Wang (Immovable Object, Unstoppable Force)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x
Hamshanks* (Immovable Object, Unstoppable Force)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x
Hiram Capatch (Immovable Object, Unstoppable Force)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x
Jake Smiley* (Election Day Slaughter)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x
Natalya (Immovable Object, Unstoppable Force)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x
Nicodemus Whateley (Faith and Fear)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x Old
Man McDroste (Nightmare at Noon)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x
Olivia Jenks (Base Set)</i></span></div>
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<span style="color: black;"><i>1x
Randall* (Immovable Object, Unstoppable Force)</i></span></div>
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<span style="color: black;"><i>1x
T'ou Chi Chow (Immovable Object, Unstoppable Force)</i></span></div>
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<span style="color: black;"><i>1x
Xiaodan Li* (Immovable Object, Unstoppable Force)</i></span></div>
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<span style="color: black;"><i>1x
Yunxu Jiang (Immovable Object, Unstoppable Force)</i></span></div>
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<span style="color: black;"><i>Deed
(21)</i></span></div>
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<span style="color: black;"><i>1x B &
B Attorneys (Base Set)</i></span></div>
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<span style="color: black;"><i>1x
Baird's Build and Loan (Double Dealin')</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x
Blake Ranch (Base Set)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x
California Tax Office (Faith and Fear)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x
Carter's Bounties (Base Set)</i></span></div>
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<span style="color: black;"><i>1x
Charlie's Place (Base Set)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x
Circle M Ranch (Base Set)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x
Cooke's Nightcap (The Light Shineth)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x
Flint's Amusements (Nightmare at Noon)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x
General Store (Base Set)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x
Gomorra Parish (Base Set)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x
Huntsmen's Society (No Turning Back)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x
Jackson's Strike (Base Set)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x
Morgan Mining Company (The Light Shineth)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x
Pat's Perch (Base Set)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x
Railroad Station (Base Set)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x
Shane & Graves Security (Frontier Justice)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x St.
Anthony's Chapel (Faith and Fear)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x The
R&D Ranch (New Town, New Rules)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x The
Whateley Estate (Faith and Fear)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x
Town Council (New Town, New Rules)</i></span></div>
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<span style="color: black;"><i>Goods
(5)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>4x
Fancy New Hat (Frontier Justice)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>1x The
Evidence (Election Day Slaughter)</i></span></div>
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<span style="color: black;"><i>Action
(9)</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>4x
Buried Treasure (Nightmare at Noon)</i></span></div>
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<span style="color: black;"><i>4x One
Good Turn… (Base Set)</i></span></div>
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<span style="color: black;"><i>1x
Pistol Whip (Base Set)</i></span></div>
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<span style="color: black;"><i>52
cards with printed value (required 52)</i></span></div>
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<span style="color: black;"><i>Cards
up to The Light Shineth</i></span></div>
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<span style="color: black;"><i>Deck
built on http://dtdb.co.</i></span></div>
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<span style="color: black;">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! :)</span></div>
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<span style="color: black;">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.</span></div>
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<span style="color: black;">Instead
of focusing solely on the above strategy, let's redefine what the
goal of the deck make it very simple.</span></div>
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<span style="color: black;"><span style="font-size: medium;"><b>**The
goal**</b></span></span></div>
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<span style="color: black;">Dump your
hand every turn.</span></div>
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<span style="color: black;">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.</span></div>
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<span style="color: black;"><span style="font-size: medium;"><b>**Dudes**</b></span></span></div>
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<span style="color: black;">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.</span></div>
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<span style="color: black;">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.</span></div>
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<span style="color: black;">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.</span></div>
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<br /></div>
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<span style="color: black;">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.</span></div>
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<br /></div>
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<span style="color: black;">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.</span></div>
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<br /></div>
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<span style="color: black;">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.</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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.</span></div>
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<br /></div>
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<span style="color: black;">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. :)</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">Abuelita
Espinoza – one of the worst dudes, I'd happily replace her with a
3-1-0 dude.</span></div>
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<br /></div>
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<span style="color: black;">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.</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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.</span></div>
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<br /></div>
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<span style="color: black;">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.</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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.</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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.</span></div>
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<br /></div>
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<span style="color: black;">Jake
Smiley, Olivia Jenks, Yunxu Jiang – best cost-efficiency ratio</span></div>
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<br /></div>
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<span style="color: black;">Starting
posse should be modified to:</span></div>
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<span style="color: black;">Randall,
Jake, Asakichi, Hiram, Clem in the following matchups:</span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">1. You
are certain your opponent does not have any spot removal.</span></div>
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<span style="color: black;">2. The
mirror.</span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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.</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><span style="font-size: medium;"><b>**Actions**</b></span></span></div>
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<br /></div>
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<span style="color: black;">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:</span></div>
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<br /></div>
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<span style="color: black;">1x 5
Pistol Whip</span></div>
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<span style="color: black;">4x 6 One
Good Turn…</span></div>
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<span style="color: black;">4x 10
Buried Treasure</span></div>
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<br /></div>
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<span style="color: black;">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.</span></div>
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<br /></div>
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<span style="color: black;">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.</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><span style="font-size: medium;"><b>**Deeds**</b></span></span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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:</span></div>
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<br /></div>
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<span style="color: black;">St.
Anthony's Chapel</span></div>
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<span style="color: black;">Carter's
Bounties</span></div>
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<span style="color: black;">Shane &
Graves Security</span></div>
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<span style="color: black;">Town
Council</span></div>
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<span style="color: black;">California
Tax Office</span></div>
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<span style="color: black;">B & B
Attorneys</span></div>
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<span style="color: black;">General
Store</span></div>
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<span style="color: black;">Railroad
Station</span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">Cooke's
Nightcap</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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.</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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.</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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.</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">Flint's
Amusements</span></div>
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<span style="color: black;">Baird's
Build and Loan</span></div>
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<span style="color: black;">Huntsmen's
Society</span></div>
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<span style="color: black;">Gomorra
Parish</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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.</span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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.</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">Huntsmen's
Society – the ability is irrelevant 99% of the time. Don't ever
play it in 'the Whateley Estate spot'. Ever.</span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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</span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">game.</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">Charlie's
Place</span></div>
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<span style="color: black;">Circle M
Ranch</span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">Morgan
Mining Company</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">These
three are the most cost efficient 3 GR deeds, so they obviously made
the cut.</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">The R&D
Ranch</span></div>
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<span style="color: black;">Blake
Ranch</span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">Pat's
Perch</span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">Jackson's
Strike</span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">This is
an assortment of the most cost efficient oot deeds.</span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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.</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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.</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">The
Whateley Estate</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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.</span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/05019.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/05019.jpg" height="320" width="228" /></a><a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/05023.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/05023.jpg" height="320" width="228" /></a></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><br /></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
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.</div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><span style="font-size: medium;"><b>**Goods**</b></span></span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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.</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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.</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><span style="font-size: medium;"><b>**Cards
that were considered but are bad and should not be played**</b></span></span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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'.</span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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.</span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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.</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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.</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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.</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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.</span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">Cooking
Up Trouble, Too Much Attention and similar conditionally good cards –
the space in the deck is tight, so you only need the essentials.</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><span style="font-size: medium;"><b>**Changes
to the deck going forward**</b></span></span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">With
Dirty Deeds and Foul Play already on the shelves, I'll go with the
following changes:</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">-1
Abuelita Espinoza</span></div>
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<span style="color: black;">+1 Rico
Rodegain – but don't start him</span></div>
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<br /></div>
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<span style="color: black;">-1
Gomorra Parish</span></div>
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<span style="color: black;">+1 Old
Marge's Manor</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">-1 The
Whateley Estate</span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">+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</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">-1
Natalya</span></div>
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<span style="color: black;">+1
Phillip Swinford</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">I'm also
considering the following changes, but have not tested them yet, so I
can't tell whether they're really necessary.</span></div>
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<br /></div>
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<span style="color: black;">-1 Daomei
Wang</span></div>
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<span style="color: black;">+1
Wendy's Teethkickers</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">-1 Morgan
Minig Company/Huntsmen's Society</span></div>
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<span style="color: black;">+1 Monte
Bank</span></div>
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<br /></div>
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<span style="color: black;"><span style="font-size: medium;"><b>**Strategy**</b></span></span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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.</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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.</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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.</span></div>
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<span style="color: black;">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.</span></div>
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<br /></div>
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<span style="color: black;">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.</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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.</span></div>
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<br /></div>
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<span style="color: black;"><span style="font-size: medium;"><b>**Matchups**</b></span></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>Any
midrange/shootout deck that does not have any spot removal</i></span></div>
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<br /></div>
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<span style="color: black;">It's is
nearly impossible to lose against this kind of deck. Win ratio –
close to 100%</span></div>
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<i><br />
</i></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>Any
midrange/shootout deck that packs ~4 spot removal effects</i></span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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.</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>Any
midrange/shootout deck that packs ~8 spot removal effects</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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.</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>The
mirror</i></span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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.</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;"><i>Control
Clowns</i></span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">The
matchup varies greatly depending on the build. Against builds similar
to Gozik's (</span>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:</div>
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<span style="color: black;">Puppet</span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">Blood
Curse</span></div>
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<span style="color: black;">Rumors</span></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">0 upkeep
and a lot of influence</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">Against a
deck that has all of the above in multiples, I'll rate the matchup as
nearly unwinnable. 10% unfavourable.</span></div>
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<br /></div>
<div align="JUSTIFY" style="margin-bottom: 0cm; orphans: 1;">
<span style="color: black;">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.</span></div>
<div align="JUSTIFY" style="margin-bottom: 0.5cm; orphans: 1;">
<br />
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.</div>
<br />
<div style="margin-bottom: 0cm;">
<br /></div>
Pudelhttp://www.blogger.com/profile/02574212509752510004noreply@blogger.com0tag:blogger.com,1999:blog-4486028032543013073.post-72871294606565807942016-01-15T00:19:00.003+03:002016-04-02T10:22:17.949+03:00Raising Hell... aka we're back!Hi,<br />
<br />
there's a reason to celebrate! After a period of hiatus, the blog is going live again. I've decided to join The Gadgetorium guys and share my articles on the blog. I started my own blog at http://bottomdealin.blogspot.com, but instead of sailing my own ship, The Gadgetorium will be the platform of choice and the content from my blog will be ported over here and all my future articles will appear here.<br />
<br />
I'll be covering a variety of topics, including deck analysis, tournament reports and general strategy. I'll try to post something on a bi-weekly schedule, but don't want to make any promises.<br />
<br />
Few words about myself:<br />
My name is Tomek and I live in Warsaw, Poland. Although I haven't played original Deadlands: Doomtown CCG, I've been playing various CCG-style games for ~ 15 years. The games I've focused on were WarCry, Vampire: the Eternal Struggle and Magic: the Gathering. I have had some success at both national and international level and I'm fairly used to playing in a highly competitive environment.<br />
<br />
Have a nice day, folks!<br />
pvdelPudelhttp://www.blogger.com/profile/02574212509752510004noreply@blogger.com0tag:blogger.com,1999:blog-4486028032543013073.post-68849224475427294852015-10-19T14:27:00.000+03:002015-10-19T16:09:56.195+03:00[Dirty Deeds] Disgenuine Currency Press<div style="text-align: justify;">
Good day, ladies and gentlemen. You haven't seen us for awhile, maybe you've even forgotten our names. Let me remind you: I am <b>Eustace True</b>, and this is my colleague <b>Harold Aimslee</b>.</div>
<div style="text-align: justify;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/01026.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/01026.jpg" height="320" width="228" /></a>
<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/01032.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/01032.jpg" height="320" width="228" /></a>
</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
Some of you might think that we're too old for this new enterprise that is the <b>Morgan Mining Company</b>. That we don't deserve our wages, that there are younger, brighter minds with new brilliant inventions, and ours are a tring of the past. <b>Ms. Morgan</b> tells us that if we want to keep our jobs, we have to invent something that helps the company, that actually makes money. Well now, let us introduce our latest invention to you, one that will most certainly prove that you were wrong - the <b>Disgenuine Currency Press</b>!</div>
<div style="text-align: justify;">
</div>
<a name='more'></a><br />
<div style="text-align: justify;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPjEDR032MQfYsJ9Hvq7ks0MPWYYAi9FlN6MjPO2Ivs2GuXvI6MGnTLioVnSmqm816uNpw4GnKy7rI0CxrKViFyH-8U6IYMZIl_bwpM10-yrMqIHmBqh6DoQ5i3IZlmrpKRfYHgaRuW9Q/s1600/Gadgetorium.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPjEDR032MQfYsJ9Hvq7ks0MPWYYAi9FlN6MjPO2Ivs2GuXvI6MGnTLioVnSmqm816uNpw4GnKy7rI0CxrKViFyH-8U6IYMZIl_bwpM10-yrMqIHmBqh6DoQ5i3IZlmrpKRfYHgaRuW9Q/s400/Gadgetorium.jpg" width="286" /></a></div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
Some said that gadgets are too slow, that they require investing time and money but do not guarantee any profit. Behold, this new device gives you an immediate return of +3 ghost rock (or a full +5 gr if you ask our colleague <b>William Specks</b> for help!), the scientist wastes no time building it and is immediately ready for action, and once the Press has served its purpose you can get rid of it - and get some extra resources for it too!</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
Oh, but how to get rid of it, you ask? You're probably already thinking of sending poor <b>Travis Moone </b>on a suicidal mission, or maybe doing some damage with <b>Steven Wiles</b> and then letting him go? There's nothing like <b>Gadget Slingin'</b> - yet! - that would let you scrap inventions for profit, right? Oh, but you have forgotten who you're looking at, ladies and gentlemen - I, <b>Eustace True</b>, can make good use of any gadget that you might want to scrap, while my colleague <b>Harold Aimslee</b> can get the Press printing again! We two can make you so much money so fast, you won't even need to use the <b>Morgan Gadgetorium</b> facilities any longer! Invent fast, invent aggressively, use the Press to fund an army of <b>Quatermen </b>armed with <b>Holy Wheel Guns</b> and equipped with <b>Telepathy Helmets</b> and <b>Force Fields</b>, and enjoy the full array of effective tactics like <b>Sun In Yer Eyes</b>, <b>Coachwhip</b>, and <b>Faster on the Draw</b> while doing so!</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
Our fellow scientist <b>Drew Beauman</b> got interested in this new invention of ours as well. He noticed that it's not as difficult to build as the famous <b>Quaterman</b> model for our, erm, less experienced colleagues from <b>The Arsenal</b>, yet it fits perfectly with their preferred aggressive strategy which often finds them lacking early funds to build all the powerful weaponry they need to assert the power of law. Now they will have all the funding they need, and while the new <b>Sheriff</b> is busy with his <b>Crusade</b>, the Arsenal is getting ready to make their move.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
And remember the next time you see a card that doesn't seem all that efficient at the moment:<br />
"It'll only get better as the card pool expands!" (c)</div>
mplainhttp://www.blogger.com/profile/13922579925195216332noreply@blogger.com2tag:blogger.com,1999:blog-4486028032543013073.post-2003395387669451382015-10-10T14:24:00.001+03:002015-10-10T14:28:07.535+03:00[Review] The Light Shineth, part 1 - Law Dogs & The Sloane Gang<div style="text-align: justify;">
The new pine box The Light Shineth has finally been released! We've waited for new cards for a long time, since GenCon - that was full two months ago! The box brings lots of goodies, including three new homes and even a new Joker! In fact, there are so many new cards that I'm going to split the review into four parts, each covering ten new cards. Today we'll look at Law Dogs and The Sloane Gang.</div>
<div style="text-align: justify;">
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/10002.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/10002.jpg" height="320" width="228" /></a></div>
<h3 class="panel-title card-title" style="box-sizing: border-box; color: #333333; font-family: 'Noto Sans', sans-serif; font-size: 17.5px; font-weight: 500; line-height: 1.1; margin-bottom: 0px; margin-right: 15px; margin-top: 0px; position: relative; text-align: start; z-index: 10;">
<a aria-describedby="qtip-0" class="card-title" data-hasqtip="0" href="http://dtdb.co/en/card/10002" style="box-sizing: border-box; font-size: 21.875px; margin-right: 15px; position: relative; text-decoration: none; z-index: 10;">Abram's Crusaders</a></h3>
<div>
<br /></div>
</div>
<div style="text-align: justify;">
Some new homes challenge you to figure out how to utilize them best, while others pretty much build new deck archetypes around themselves. This one seems to fit right into several existing decks, namely <a href="http://dtdb.co/en/decklist/984/law-dogs-4-6-8-deputies" target="_blank">Rafi's Deputies</a> and <a href="http://dtdb.co/en/decklist/1348/convert-the-heathen-with-firey-sword-nun-em-through-" target="_blank">Nuns with Swords</a>. The first one puts the Deputy keyword to good use, while the second one is all about the Blessed dudes swinging fiery blades. But the two don't combine well - mostly because Deputy stuff has low value and fails Miracle pulls. Perhaps things are about to change? Let's take a closer look at each one of the new home's effects.</div>
<div style="text-align: justify;">
<a name='more'></a><br /></div>
<div style="text-align: justify;">
"<i>Your Deputies with a Melee weapon have +1 bullets</i>" - this is a nice bonus, although not something that's worth building a deck around. Melee weapons usually give you at least +2 bullets, and one more will not make a significant difference. The good thing is that you don't lose this extra bullet if your opponent's posse has an unbooted non-Melee weapons, and it also helps if your lead shooter (fencer?) gets Unprepared or Fastered. Basically, +1 bullet is meh when everything is going well, but it actually becomes handy when things go bad. And as we all know, in Gomorra things go bad all the time.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
"<i>Your Deputies with a Miracle weapons have +1 influence</i>" - now this is interesting. We all love <a href="http://dtdb.co/en/card/06003" target="_blank">Andrew Burton</a>, his only weak point is 0 influence: he cannot control deeds or deny upkeep to your opponent. Now he can, once you attach a Miracle to him. Unfortunately, there are only two other dudes in the game that are both Deputies and Blessed - <a href="http://dtdb.co/en/card/05010" target="_blank">Abram XP</a> and the new gal <a href="http://dtdb.co/en/card/10012" target="_blank">Deborah West</a>. And they naturally have influence anyway - a leap from 0 to 1 is much bigger than from 1 to 2. There are some other Blessed dudes that I'd be more inclined to play if they had some natural influence, like <a href="http://dtdb.co/en/card/05008" target="_blank">Rev. Perry Inbody</a> and <a href="http://dtdb.co/en/card/07003" target="_blank">Ebenezer Springfield</a>. If only there was a way to Deputize them (oh <a href="http://dtdb.co/en/card/01095" target="_blank">Tin Star</a>, you could've been playable...)</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
"<i><b>Noon, Boot</b>: One of your dudes gains the Deputy keyword</i>" - that's just what we need! Besides providing bonus bullets and influence to dudes with Melee weapons and Miracles attached, this effect also maximizes the output of <a href="http://dtdb.co/en/card/05037" target="_blank">Faster on the Draw</a>, plus some other nice cards like <a href="http://dtdb.co/en/card/02003" target="_blank">Rafi Hamid</a>, <a href="http://dtdb.co/en/card/06013" target="_blank">Legal Instruments</a>, and <a href="http://dtdb.co/en/card/08013" target="_blank">Dog's Duster</a>. The general point here is that we already had <i>almost</i> enough strong effects to justify building a deck that focuses of Deputies - and the new home might've just crossed that line for us.<br />
<br />
However, the timing of this ability is kinda awkward. I really wish it was a React to when the turn starts. As it is now, you might not have the time to deputize your dude before your opponent tries to Kidnap someone, and so you won't have the full benefits of Faster on the Draw and Rafi. But the worst part is, your 0-influence Blessed dudes won't control any deeds during upkeep. Plus, unlike the other two homes available to Law Dogs, this one doesn't have any built-in mechanism to force shootouts - and in a meta full of Clowns and Landslide you really want one. Finally, the new home doesn't solve the problem mentioned in the first parahraph - Deputies and Blessed dudes don't combine well, because good Deputy stuff has low values, while good Miracles have relatively high difficulty.<br />
<br />
The bottom line is that to make the most out of the new home, you'll have to significantly restrict your deckbuilding, and if you're not willing to do that, partial benefits might just not be worth it. Hopefully, it will only get stronger as the card pool expands ;)<br />
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<a aria-describedby="qtip-0" class="card-title" data-hasqtip="0" href="http://dtdb.co/en/card/10012" style="box-sizing: border-box; font-size: 21.875px; margin-right: 15px; position: relative; text-decoration: none; z-index: 10;">Deborah West</a></h3>
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Lookie here, a Blessed Deputy! And a conditional stud to boot! Well, any Deputy is a conditional stud if you're playing Faster on the Draw, but - yeah, you already know it, 6's fail pulls for most Miracles. And unfortunately the new gal has a skill of only 0. Okay then, let's not play Faster, there are other ways to turn her 3 bullets from bronze into silver. One is built-it, and works kinda like reverse-<a href="http://dtdb.co/en/card/07009" target="_blank">Jacqueline</a>: if Deborah issues a callout or leads a job, she becomes a stud. This is not really reliably, if you count on it as your main way to turn her bullets silver, it will hamper your mobility too much. It's a nice bonus thought, and it might make your opponent's life a bit harder, delay them while you search for a more reliable tool to studlify her - <a href="http://dtdb.co/en/card/07017" target="_blank">Consecration</a> or <a href="http://dtdb.co/en/card/08018" target="_blank">Sword of the Spirit</a> + <a href="http://dtdb.co/en/card/07015" target="_blank">Rapier</a>. With the new home's help, Deborah'll turn into a 7-stud 2-influence juggernaut.</div>
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Compared to <a href="http://dtdb.co/en/card/05017" target="_blank">Sister Lois Otwell</a>, you pay 1 more upkeep for Deborah in return for a permanent +1 bullet, potential studliness, and a natural Deputy keyword. All these bonuses you can get some other way, but there's nothing that'll reduce her 1 upkeep... Wait, actually there is, it's called <a href="http://dtdb.co/en/card/07010" target="_blank">Huntsmen's Society</a> and you're likely to be playing it if you're using Rapiers. Well then, that settles it.</div>
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Deborah is a very fine dude for a <a href="http://dtdb.co/en/decklist/1348/convert-the-heathen-with-firey-sword-nun-em-through-" target="_blank">Nuns with Swords</a> deck, both as a filler and as a starter. She's on the same level as <a href="http://dtdb.co/en/card/05017" target="_blank">Sister Lois Otwell</a> and <a href="http://dtdb.co/en/card/08003" target="_blank">Sister Mary Gideon</a>, and just like them, she requires some tools to really shine. Still, I'd rather start dudes with 0 upkeep, give them the Deputy trait using the home ability, and turn them into studs with some Miracles, rather than start a slightly srtonger dude with upkeep and hope to draw into <a href="http://dtdb.co/en/card/07010" target="_blank">Huntsmen's Society</a> early enough.</div>
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<a aria-describedby="qtip-0" class="card-title" data-hasqtip="0" href="http://dtdb.co/en/card/10013" style="box-sizing: border-box; font-size: 21.875px; margin-right: 15px; position: relative; text-decoration: none; z-index: 10;">Abram Grothe (Exp.2)</a></h3>
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The Sheriff is dead, long live the Sheriff! This new one doesn't mind if your opponent cheats, but opposing wanted dudes quickly draw his attention. This is probably the cheapest new King, in a matchup vs. <a href="http://dtdb.co/en/card/05004" target="_blank">Desolation Row</a> you can actually play him for free! And not just Des. Row - any faction desperate enough to commit five dudes to a Kidnappin risks facing the new Sheriff on the first turn! Just make sure you can support his 3 upkeep.</div>
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If your opponent doesn't actively engage into shootouts at you private locations, you can take the matter into your own hands and issue warrants using the base <a href="http://dtdb.co/en/card/01002" target="_blank">Law Dogs</a> home or the spell <a href="http://dtdb.co/en/card/06017" target="_blank">Confession</a> (you might be using it if you're playing <a href="http://dtdb.co/en/card/05002" target="_blank">The Arsenal</a> or an <a href="http://dtdb.co/en/card/07020" target="_blank">Ol' Fashioned Hangin'</a> deck). If you're playing the new home, then the Sheriff will probably not come cheap, but once he hits the board he'll make one hell of an impact, unbooting all your Deputies - every turn! By the way, watch out, you're gonna see the word "unboot" a lot in this review series. Looks like Design has finally decided that it's time for Clowns to step back a bit :)</div>
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Actually, in a Miracles deck (either The Arsenal or Abram's Crusaders) you might not have to bother paying his upfront cost at all - just start his <a href="http://dtdb.co/en/card/05010" target="_blank">less experienced version</a> and upgrade him for free! Remember though that you can only upgrade (or downgrade) a dude by 1 level at a time, meaning that you cannot promote the <a href="http://dtdb.co/en/card/01023" target="_blank">non-exp Abram</a> straight to Sheriff - he has to find God first.</div>
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Overall I like the new Kings, I expect them to see much more play than the old ones, even off value - and that's definitely a good thing.<br />
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<a aria-describedby="qtip-0" class="card-title" data-hasqtip="1" href="http://dtdb.co/en/card/10028" style="box-sizing: border-box; font-size: 21.875px; margin-right: 15px; position: relative; text-decoration: none; z-index: 10;">Fiery Rhetoric</a></h3>
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This spell can make for the most epic comeback ever. Imagine this: your opponent sends his whole posse to Kidnap one of your dudes, they succeed at their dirty job and go home booted, you play the new Sheriff for free, attach this Miracle to him, gain 5 control points, and win the game - all that on turn 1, without having any deeds on the board!<br />
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If your opponent is not actively putting bounties on his own dudes, you could help him by using the base <a href="http://dtdb.co/en/card/01002" target="_blank">Law Dogs</a> home or <a href="http://dtdb.co/en/card/06017" target="_blank">Confession</a> - same thing as with the new Sheriff. Heey, maybe you could even play them both in one deck... Could it be that in a couple expansion, a low-value Miracle deck might emerge? Still, for Fiery Rhetorics to be played on-value, you'd need a Blessed 3 - a long shot.<br />
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For now, you can take a couple of these off-value, but the question is - is it any better than <a href="http://dtdb.co/en/card/05029" target="_blank">Lay On Hands</a>? It might be, in the right deck. We'll test and see.<br />
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<a aria-describedby="qtip-1" class="card-title" data-hasqtip="2" href="http://dtdb.co/en/card/10031" style="box-sizing: border-box; font-size: 21.875px; margin-right: 15px; position: relative; text-decoration: none; z-index: 10;">Dumbstruck</a></h3>
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Ooooh, Clown hate! Sweeeet! This spell blocks <a href="http://dtdb.co/en/card/02016" target="_blank">Paralysis Mark</a>, <a href="http://dtdb.co/en/card/05032" target="_blank">Phantasm</a>, <a href="http://dtdb.co/en/card/01100" target="_blank">Soul Blast</a> (to some extent), and the <a href="http://dtdb.co/en/card/05001" target="_blank">Oddities of Nature</a> ability, plus <a href="http://dtdb.co/en/card/01119" target="_blank">Pistol Whip</a> and <a href="http://dtdb.co/en/card/01021" target="_blank">Wendy</a> - that's quite the list! And it unboots your dude - no extra ghost rock, no 'pull and possibly blow up' nonsence, no 'boot to unboot' - just a plain honest unbooting effect. Want an extra move? Or maybe, go on a job, then get back to business right away? Heck, if you play <a href="http://dtdb.co/en/card/05039" target="_blank">Prayer</a> on your Mad Scientist, you could invent two gadgets per turn!... Ugh, sorry, I got carried away...</div>
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The possibilities are many. In fact, just like with Miracle decks in general, you can get trapped if you try to get everything done. There are decisions to be made: do I use the spell right away and protect my dude from nasty surprises, but waste the unbooting effect? Or do I wait until my dude is booted to unboot him but risk getting Unprepared and/or Pistol Whipped? Also note that if you use it at Noon, your dude is protected until after Sundown, and if you use in during a shootout, then protection wears off after the shootout ends.<br />
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The spell's difficulty is higher than its value, so you need either <a href="http://dtdb.co/en/card/05010" target="_blank">Abram</a> or <a href="http://dtdb.co/en/card/08003" target="_blank">Sister Mary Gideon</a> to reliably cast it, and you still have to cut 7's (<a href="http://dtdb.co/en/card/06018" target="_blank">Shield of Faith</a> is good, and <a href="http://dtdb.co/en/card/01123" target="_blank">Kidnappin'</a> might be vital for the new home since it doesn't have an innate way to force fights). Well, <a href="http://dtdb.co/en/card/05008" target="_blank">Rev. Perry</a> could still cast it, but he's probably not the main target for for your opponent's booting and moving effects. Although, if you give him <a href="http://dtdb.co/en/card/05033" target="_blank">Walk the Path</a>, he becomes an efficient unbooting machine.<br />
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The cost of 2 ghost rock is rather steep. Normally it wouldn't bother me much, since I often use <a href="http://dtdb.co/en/card/01077" target="_blank">General Store</a> in skill-based decks. However, Miracles lack a good spell at Q♥ - <a href="http://dtdb.co/en/card/05034" target="_blank">Soothe</a> really doesn't make the cut. Hopefully that's gonna change sometime soon.<br />
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Between Dumbstruck, Sword of the Spirit, and the new Sheriff, Miracle decks are going to be really annoying for Clowns. That is, the type of Clowns that rely on paralyzing and phantasming you. Some of them will just engage you, unprepare your dudes, curse your blood, sling some hexes, and plain outshoot you. So don't forget to take cards that actually help you win shootouts.<br />
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Now, let's see what the new pine box has to offer for the godless bandits of The Sloane Gang.<br />
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<a class="card-title" data-hasqtip="2" href="http://dtdb.co/en/card/10003" style="box-sizing: border-box; font-size: 21.875px; margin-right: 15px; position: relative; text-decoration: none; z-index: 10;">Den of Thieves</a></h3>
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Law Dogs' main theme is anti-wanted hate and cheatin' punishment. The Sloane Gang, on the opposite, loves cheatin' and being wanted. And, apparently, Grifters.</div>
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Remember that time, back when we only had the core set, people said: "Other games have a standard mulligan rule, but in Doomtown the ability to mulligan is attached to a specific dude - weeeird!" Well, it's not just about mulligan now, these days Grifters come in all kinds of flavors. At the moment, Sloane has access to three of them: <a href="http://dtdb.co/en/card/01049" target="_blank">Travis</a>, <a href="http://dtdb.co/en/card/03009" target="_blank">Gina</a>, and <a href="http://dtdb.co/en/card/05014" target="_blank">The Fixer</a>. And with this new home, you basically get two for the price of one. How about starting both Gina and The Fixer and having 7 cards in your opening hand, making <a href="http://dtdb.co/en/card/08007" target="_blank">John "Aces" Radcliffe</a> a stud from the very first turn? Just masu sure to pack some extra influence. Oh, and in case you have more Grifters in your deck, they come at a discounted price too!</div>
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Now, the React ability. Gain 1 ghost rock and +1 hand rank are clear advantages, while 1 bounty and an illegal hand look like downsides. So, fair trade? Or can we leverage it more to our advantage?</div>
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Even without <a href="http://dtdb.co/en/card/05004" target="_blank">Desolation Row</a>, there are ways to profit from having bounty on your dudes: <a href="http://dtdb.co/en/card/01036" target="_blank">Fred Aims</a> gives you influence that you might be lacking if you're starting two grifters, <a href="http://dtdb.co/en/card/01043" target="_blank">Silas Aims</a> works well with Shotgun, Pearl-Handled Revolver, or Legendary Holster, <a href="http://dtdb.co/en/card/05015" target="_blank">Maria Kingsford</a> can get scary with Soul Blast or Mirror Mirror, and <a href="http://dtdb.co/en/card/04008" target="_blank">Milt Clemons</a> gives you money. What, you're saying that they're not Grifters, so you cannot put bounty on them with the Den's ability? <a href="http://dtdb.co/en/card/05016" target="_blank">Makaio Kaleo</a> can help with that, as well as the new goods <a href="http://dtdb.co/en/card/10025" target="_blank">Monte Bank</a> (more on that later).</div>
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It's harder to turn an illegal hand into an advantage. There's only one card in the game that rewards you for cheatin' - <a href="http://dtdb.co/en/card/01040" target="_blank">Barton Everest</a>. Note though that if you reveal a legal hand, then use the Den's ability to make it illegal, Barton's trait will not trigger - he only cares about the moment when you reveal it. On the other hand, the same is true for <a href="http://dtdb.co/en/card/01017" target="_blank">Philip Swinford</a> and <a href="http://dtdb.co/en/card/01018" target="_blank">Tommy Harden</a> - they won't punish you if you turn a legal hand into an illegal one.</div>
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Between Barton Everest, Den of Thieves, and the new <a href="http://dtdb.co/en/card/10040" target="_blank">Devil's Joker</a>, you get quite a lot of motivation to cheat. Your hand rank can go so high, cheatin' resolutions won't even screw you up much. But you know what's the best protection against cheatin' punishment? As <b><a href="http://dtdb.co/en/decklist/1223/cracow-sheriff-event-2015-winner-next-level-hot-lead" target="_blank">qkieu</a></b> taught us, it's <a href="http://dtdb.co/en/card/07021" target="_blank">No Turning Back</a>. You show 'em an illegal 5-of-a-kind, they hit you with Bottom Dealin', you play NTB, lose Travis or Gina, pump The Fixer to 6-stud, then next round you show 'em another 5-of-a-kind, but they don't have any more cheatin' res. Sounds fun! Note that if you load your Grifter with bounties, then ace them to NTB, your opponent won't collect any money. Oh, and fear <a href="http://dtdb.co/en/card/01115" target="_blank">Coachwhip</a>, it can be nasty.</div>
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Note that you can put bounty on your Grifters that are not in the posse - unlike Shootout and Resolution abilities, Reacts can originate from outside the shootout, and are not restricted by whom they can affect.<br />
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If you know that your opponent packs a lot of cheatin' punishment but you still want to use your home ability, you can do it during lowball. Making your hand illegal probably won't be too bad, and if they punish you for it - hey, one less resolution to worry about during shootouts! Increasing your hand rank during lowball might be a bad idea though, but you can do it when you're losing/winning anyway.</div>
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Overall, a very risky outfit that can really shake up some metas - I hear in some places they fear cheatin' punishment so much, they won't ever cheat willingly; and since cheatin' is so rare, people pack less puishment. Those guys are in for a treat ;)</div>
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<a class="card-title" data-hasqtip="2" href="http://dtdb.co/en/card/10016" style="box-sizing: border-box; font-size: 21.875px; margin-right: 15px; position: relative; text-decoration: none; z-index: 10;">Samantha "Sammy" Cooke</a></h3>
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Hmm, this one is hard to evaluate. 5-cost 1-upkeep usually comes with either 2 influence or 2 stud. This gal has 3 bullets, but they're bronze, so you better give her a <a href="http://dtdb.co/en/card/01087" target="_blank">Pearl-Handled Revolver</a> or play <a href="http://dtdb.co/en/card/01112" target="_blank">Stakes</a>. But that's trivial, the interesting part is her ability: discard a goods card at her location from play, bonus points if it's a Horse. Sounds promising! <a href="http://dtdb.co/en/card/01084" target="_blank">Shotgun</a> and <a href="http://dtdb.co/en/card/01098" target="_blank">Legendary Holster</a> win games, there are lots of other useful goods that you'd be glad to relieve your opponent of - it also hoses Gadget decks, and you can actually steal a horse sometimes! What's not to like?<br />
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Well, you have to boot Sammy in the same location as an opposing dude with a goods card that you want to get rid of. I mean, if it was 'this or adjacent location' it would rock, but in it's current form it ain't all that easy to use. Your opponent buys a Shotgun, you move Sammy into the town square, he moves another dude to call you out, and the dude with a Shotgun boots to join. It's just too easy to play around this ability.<br />
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Still, she does impose certain restrictions on your opponent's movement, and that definitely matters in a game of Doomtown. Plus, if the enemy doesn't feel like fighting you right now and would rather load his dudes with gadgets first, you can just go to his home and blow up his toys - rude, but effective. So yes, her ability is rather limited - and pretty expensive, at the cost of 1 ghost rock and 1 bounty per use - but otherwise it could've been a bit unbalanced. I don't know if she makes for a good starter, but with the value of 7♠ she's an excellent filler for most Sloane decks.<br />
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One thing about Sammy does annoy me though. Her ability is very effective against Gadget decks, gimmicky <a href="http://dtdb.co/en/card/08016" target="_blank">Soul Cage</a> decks, and even some Miracle decks (the ones that rely on <a href="http://dtdb.co/en/card/08018" target="_blank">Sword of the Spirit</a>), but it's absolutely useless when facing the dominant Clown Control archetype. Is it really what we need in the meta right now, more hate for the underperforming archetypes? Don't get me wrong, I'm not saying it's a bad idea per se - it just looks like the timing for this effect is bad.<br />
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Also, I really wouldn't want to see more effects that permanently steal other player's cards. <a href="http://dtdb.co/en/card/04017" target="_blank">Puppet</a> creates enough headache in that regard, and remember all the times you accidently shuffled the Corp's agendas into your Runner deck... Eh, sorry for the rant. It's a fine card in the end.<br />
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<a aria-describedby="qtip-0" class="card-title" data-hasqtip="0" href="http://dtdb.co/en/card/10017" style="box-sizing: border-box; font-size: 21.875px; margin-right: 15px; position: relative; text-decoration: none; z-index: 10;">Sloane (Exp.1)</a></h3>
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The Boss. I cannot help but compare her to the new Sheriff.</div>
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+1 bullet, -1 cost, minus the Deputy trait and the Blessed skill. Well, that round seems like a victory fot the God's man.</div>
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Discount for each of your wanted dudes, as opposed to the total bounty on other players' dudes. Clearly, with the same board state, Abram will usually get a bigger discount. However, you do have much more control over when your own dudes become wanted. Play Kidnappin' yourself, don't wait for your opponent to do it. And if you don't have any job cards, use the home ability (Desolation Row or Den of Thieves). By the time you draw into the Boss, you're likely to have enough wanted dudes to play her for cheap. This round's winner is unclear, but it's probably Sloane.</div>
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Unboot all of your wanted dudes anywhere once, as opposed to unbooting anjacent Deputies every turn. Well, 'every turn' does sound nicer than 'once', at least to my ear. Oh, and Sloane gets a huge bounty on her head. I know I said that bounties can be benificial, but that's when you have control over who gets them. In this particular situation I honestly don't see how you can turn it to your advantage. Abram wins this round.</div>
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Also note that you can start <a href="http://dtdb.co/en/card/05010" target="_blank">Abram Grothe (Exp.1)</a> for cheap (relatively), promote him to Sheriff for free, and have the full benefit of his ability. Starting non-exp <a href="http://dtdb.co/en/card/01044" target="_blank">Sloane</a> is much harder, and upgrading her won't even trigger get unbooting effect, because overlaying a dude with his experienced version isn't considered to be bringing a new dude into play.</div>
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Well, in all honesty, two dudes from different outfits probably shouldn't be compared like that. We have to look at the context here, at what these factions do, how they're different, and how useful the new King (err, Queen?) is for the deck that's going to play her.</div>
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I think she's still pretty good. The Sloane Gang has different tempo, they're often all about total aggression, and unbooting your whole posse after a Kidnappin' is really strong. Sloane is not as powerful as Abram in the long term, but she's more realiable, and if she and her gang can finish the job quickly enough, it's all that matters.</div>
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/10025.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/10025.jpg" height="320" width="228" /></a></div>
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<h3 class="panel-title card-title" style="box-sizing: border-box; color: #333333; font-family: 'Noto Sans', sans-serif; font-size: 17.5px; font-weight: 500; line-height: 1.1; margin-bottom: 0px; margin-right: 15px; margin-top: 0px; position: relative; text-align: start; z-index: 10;">
<a class="card-title" data-hasqtip="2" href="http://dtdb.co/en/card/10025" style="box-sizing: border-box; font-size: 21.875px; margin-right: 15px; position: relative; text-decoration: none; z-index: 10;">Monte Bank</a></h3>
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<div>
A goods card with production, that's something new. It pays for itself in two turns, but if you attach it to a Grifter, you start making profit right away. And any dude turns into a Grifter, huh.</div>
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<div>
My general rule is: try not to attach utility goods to Grifters, they have a habit of beng the first to go down in a gunfight, so you lose your investments. There are three situations when attaching goods to Grifters might be a good idea.</div>
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<div>
First, if you don't plan to head out to the town sqaure gunz blazing on the very first turn, then your Grifters might get to live for a couple turns, and since Monte Bank is free, they'll make you some profit.</div>
<div>
<br /></div>
<div>
Second, there are some decks that don't plan to fight, so their Grifters stick around for a long time. Yep, we know 'em, we hate 'em, it's Landslide decks. More income that cannot be denied, just what we needed in the meta.</div>
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<div>
Third, and the reason this card is actually in this part of the review, is that it seems like a natural fit for Den of Thieves. You get two starting Grifters, you might have some extra ones in the deck, and turning your other dudes into Grifters actually makes sense - you'd much rather put the bounty from the Den's ability on Milt Clemons or Fred Aims.</div>
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I'm not sure how an aggressive Sloane deck and long-term economy work together, but hey, maybe it's not supposed to be an aggro deck! Maybe we'll get a new Monteslide build that doesn't plan to shoot at all, gains 4-6 undeniable income every turn, and is generally a pain in the ass. Ugh, I already hate it.</div>
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/10040.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/10040.jpg" height="320" width="228" /></a></div>
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<h3 class="panel-title card-title" style="box-sizing: border-box; color: #333333; font-family: 'Noto Sans', sans-serif; font-size: 17.5px; font-weight: 500; line-height: 1.1; margin-bottom: 0px; margin-right: 15px; margin-top: 0px; position: relative; text-align: start; z-index: 10;">
<a aria-describedby="qtip-12" class="card-title" data-hasqtip="12" href="http://dtdb.co/en/card/10040" style="box-sizing: border-box; font-size: 21.875px; margin-right: 15px; outline: 0px; position: relative; z-index: 10;">Devil's Joker</a></h3>
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That's really cool, an alternative Joker! This one gives you a +2 hand rank and makes your hand illegal. Just put it into your Den of Thieves deck with Barton Everest and No Turning Back. Oh, and it's a pain to see this in lowball. Might want to use <a href="http://dtdb.co/en/card/10020" target="_blank">The Extra Bet</a> just in case.</div>
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<hr />
<br />
Here are some example deck I threw together while writing this review. Will test them on OCTGN soon.<br />
<br />
<h4>
<a class="decklist-name" href="http://dtdb.co/en/decklist/1542/abram-s-crusaders-10-j-k-nuns-with-swords" style="background-color: transparent; box-sizing: border-box; color: #337ab7; font-family: Anaheim, sans-serif; text-decoration: none;">Abram's Crusaders (10+J+K) Nuns with Swords</a></h4>
<h4>
<a class="decklist-name" href="http://dtdb.co/en/decklist/1543/abram-s-crusaders-8-9-10-new-sheriff-in-town" style="background-color: transparent; box-sizing: border-box; color: #337ab7; font-family: Anaheim, sans-serif; text-decoration: none;">Abram's Crusaders (8+9+10) New Sheriff In Town</a></h4>
<h4>
<a class="decklist-name" href="http://dtdb.co/en/decklist/1544/den-of-thieves-5-7-8-damn-cheaters-" style="background-color: transparent; box-sizing: border-box; color: #337ab7; font-family: Anaheim, sans-serif; text-decoration: none;">Den of Thieves (5+7+8) Damn Cheaters!</a></h4>
<h4>
<a class="decklist-name" href="http://dtdb.co/en/decklist/1545/den-of-thieves-monteslide" style="background-color: transparent; box-sizing: border-box; color: #337ab7; font-family: Anaheim, sans-serif; text-decoration: none;">Den of Thieves - Monteslide</a></h4>
</div>
mplainhttp://www.blogger.com/profile/13922579925195216332noreply@blogger.com0tag:blogger.com,1999:blog-4486028032543013073.post-21424868183045232572015-10-03T09:53:00.000+03:002016-04-02T10:21:46.268+03:00[SPOILER] The Light Shineth<div style="text-align: center;">
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Head inside to see the full spoiler of The Light Shineth!<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisoC_ljrTHBGJW0TxXe_rjsQBBDTE5G4awbHt9c6BJsm0LUGGh5x376KrYi-cpfuVG1vQtrXx_YC6XAG7H3YXEj6QJZ6HvK9wbzgnZAoFJo4e3eKzDx9A7sPgFo3z4iEpO8Eh8mBgi0Nw/s1600/IMG_20151003_012536448.jpg" imageanchor="1" style="margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisoC_ljrTHBGJW0TxXe_rjsQBBDTE5G4awbHt9c6BJsm0LUGGh5x376KrYi-cpfuVG1vQtrXx_YC6XAG7H3YXEj6QJZ6HvK9wbzgnZAoFJo4e3eKzDx9A7sPgFo3z4iEpO8Eh8mBgi0Nw/s320/IMG_20151003_012536448.jpg" width="240" /></a>
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mplainhttp://www.blogger.com/profile/13922579925195216332noreply@blogger.com0tag:blogger.com,1999:blog-4486028032543013073.post-21837657613275451482015-10-01T09:57:00.002+03:002015-10-02T00:28:47.285+03:00[Digest] News 01.10.15<div style="text-align: justify;">
The new pine box, <a href="http://www.alderac.com/doomtown/products/the-light-shineth/">The Light Shineth</a>, will be released in just a few days! Spoilers are pouring in, flooding the streets!<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiE9H-O9TfOgE6_2-VOrlyJiot8TEQJ3SbjimjCd-Lt2Dui_VxYbWhfIo8dm7m6Q4e3L_e5SFIOcYAXgFlArBI4ri9Xk9HmHE5lW9774Gi9HPOaCUOJNcQ2Y9TfIjuEQ6ATZiU5oCB5u2k/s1600/01.jpg" imageanchor="1" style="margin-right: 2em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiE9H-O9TfOgE6_2-VOrlyJiot8TEQJ3SbjimjCd-Lt2Dui_VxYbWhfIo8dm7m6Q4e3L_e5SFIOcYAXgFlArBI4ri9Xk9HmHE5lW9774Gi9HPOaCUOJNcQ2Y9TfIjuEQ6ATZiU5oCB5u2k/s320/01.jpg" /></a>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggZCLJ0X51xaTA9k7-87JMUcR69SIlS9EK_Ka7XVDEK_IQLY5XWh1zepvXtiW_NeivjzZt3GME6h0BdfkOcfihPVBsrjGUniZZ05HWLwj2KWIcPPSPFfbtxbU1B6BvL_RpTxrlmZY5Owo/s1600/04.jpg" imageanchor="1" style="margin-right: 2em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggZCLJ0X51xaTA9k7-87JMUcR69SIlS9EK_Ka7XVDEK_IQLY5XWh1zepvXtiW_NeivjzZt3GME6h0BdfkOcfihPVBsrjGUniZZ05HWLwj2KWIcPPSPFfbtxbU1B6BvL_RpTxrlmZY5Owo/s200/04.jpg" /></a>
<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/10006.jpg" imageanchor="1" style="margin-right: 2em;"><img border="0" height="200" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/10006.jpg" /></a>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtKsbfprdafviKG7VivkbJrCB3L89rOwY7VznOPuBHBY60McJ5FAEzsB-Ig8hCz289eu8QcdpnwVOWM_SHwT3bPKzzFn7YAs1J64N_FQ8AyA68aNKRxg_xoHGpDaVX_So7IbonjQMZYrE/s1600/19.jpg" imageanchor="1" style="margin-right: 2em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtKsbfprdafviKG7VivkbJrCB3L89rOwY7VznOPuBHBY60McJ5FAEzsB-Ig8hCz289eu8QcdpnwVOWM_SHwT3bPKzzFn7YAs1J64N_FQ8AyA68aNKRxg_xoHGpDaVX_So7IbonjQMZYrE/s320/19.jpg" /></a>
<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/10020.jpg" imageanchor="1" style="margin-right: 2em;"><img border="0" height="200" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/10020.jpg" /></a>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2b0rRbpXoCXT_QhICfmIjF8NrUXEpuksRuqPguPh4Qf8cHNWvXnzfjlbtR1wpGMhTI66fs8SCOQpsL6IwxWKpPVgzG90_5FkqT2_vBWdldoFd2UeuX2_ZbTTC0p6iWvFYH3AR2ei9sa0/s1600/21.jpg" imageanchor="1" style="margin-right: 2em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2b0rRbpXoCXT_QhICfmIjF8NrUXEpuksRuqPguPh4Qf8cHNWvXnzfjlbtR1wpGMhTI66fs8SCOQpsL6IwxWKpPVgzG90_5FkqT2_vBWdldoFd2UeuX2_ZbTTC0p6iWvFYH3AR2ei9sa0/s200/21.jpg" /></a>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyi_6oJ_vcFveU-rF6RC0UuHyHesmrnA7x8yOO3whKed9sCgALJT_6cgnUf0OaYk1v_3D2h0avrs0S1uHZ6_Jw-EIE70AiNWcktZs5s1hoFEloFJLkSsd-Ju5e0HhFFK2fdkwNxkZXiwc/s1600/39.jpg" imageanchor="1" ><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyi_6oJ_vcFveU-rF6RC0UuHyHesmrnA7x8yOO3whKed9sCgALJT_6cgnUf0OaYk1v_3D2h0avrs0S1uHZ6_Jw-EIE70AiNWcktZs5s1hoFEloFJLkSsd-Ju5e0HhFFK2fdkwNxkZXiwc/s320/39.jpg" /></a>
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Several new interesting rulings for your attention:<br />
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1) Bonus ghost rock provided by <a href="http://dtdb.co/en/card/01028" target="_blank">James Ghetty</a> and <a href="http://dtdb.co/en/card/02006" target="_blank">Lillian Morgan</a> cannot be used to invent <a href="http://dtdb.co/en/card/01089" target="_blank">Auto-Revolver</a> or buy goods with <a href="http://dtdb.co/en/card/01120" target="_blank">Concealed Weapons</a>. (<a href="http://www.alderac.com/forum/viewtopic.php?f=375&t=115179#p1488054" target="_blank">Source</a>)<br />
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2) <a href="http://dtdb.co/en/card/01093" target="_blank">Quichdraw Handgun</a> can be used even when both players are cheatin'; it won't swap hands, but it will protect you from your opponent's cheatin' resolutions. Also, you can boot <a href="http://dtdb.co/en/card/01069" target="_blank">Circle M Ranch</a> even if you have more than 3 cards in hand, just to prevent your opponent from using it. (<a href="http://www.alderac.com/forum/viewtopic.php?f=375&t=114938" target="_blank">Source</a>)<br />
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3) <a href="http://dtdb.co/en/card/06012" target="_blank">Diable en Boite</a> will not let you save a dude if you take excessive casualties - if a dude was assigned casualties, removing him from the shootout will not prevent their resolution. (<a href="http://www.alderac.com/forum/viewtopic.php?f=375&t=114977" target="_blank">Source</a>)<br />
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The Sheriff season is now officially closed! <b>The Fourth Ring</b> took half the badges, <b>Law Dogs</b> and <b>Sloane</b> split the other half, <b>Morgan</b> got just a few, and the two new factions managed to steal a couple as well. You can find the full breakdown <a href="http://community.gomorragazette.com/t/2015-sheriff-badge-season-results/656">here</a>.<br />
<b>gozik</b> won the Moscow Sheriff badge with his <a href="http://dtdb.co/en/decklist/1507/the-most-consistent-deck-1st-moscow-5-0-">Clowntrol</a>, a true control deck that we consider to be the strongest and most consistent in the current meta.<br />
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<b>Swider</b> and <b>mysticpickle</b> are running an <a href="http://community.gomorragazette.com/t/octgn-dtr-league/671" target="_blank">OCTGN league</a>, and it's not too late to join!<br />
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</div>mplainhttp://www.blogger.com/profile/13922579925195216332noreply@blogger.com0tag:blogger.com,1999:blog-4486028032543013073.post-79856240851416153472015-09-28T14:47:00.000+03:002015-10-01T11:03:35.140+03:00[Review] IOUF - Eagle Wardens<div style="text-align: justify;">
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<a href="http://www.alderac.com/doomtown/products/immovable-object-unstoppable-force" target="_blank">Immovable Object, Unstoppable Force</a> brought some major changes to the meta. I've been playing new factions for a couple months now, and today I'll tell you everything that I've learned about the Eagle Wardens.<br />
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<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09002.jpg" id="eagle_wardens" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09002.jpg" height="320" width="228" /></a></div>
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<span style="font-size: large;"><a href="http://dtdb.co/en/card/09002" target="_blank">Eagle Wardens</a></span></div>
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The main theme of the new faction seems to be Shamans and Spirits, yet the outfit doesn't have anything to do with that whatsoever. What it suggests is that you go and camp in the town square, just like <b>The Sloane Gang</b> and <b>Oddities of Nature</b>. Unlike those two, it actually gives you tools to defend the town square. Well, it gives you tools to do all kind of stuff really - more actions to outshoot your opponent, more deeds to outslide them, and easier access to specific cards you need in that particular situation (read: <b>Kidnappin'</b> against Clowns).</div>
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When the faction pack was just spoiled and we started building our first Shaman decks, I remember someone saying something along these lines: "Naturally you cannot expect to use the outfit ability in the early game, but once you build up and force your opponent to spread his dudes, it'll become quite useful." Well, that's pretty much what I thought too. Shamans are spellcasters, and so they need to learn some spells before they're ready to put up a fight, right? Well, not quite so.</div>
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"Card advantage is a thing", said <b>gozik</b>, and he was damn right. You take a couple studs, go to the town square first thing in the morning, use the outfit ability, and suddenly your hand is full of all kinds of nasty surprises. Sure, Des.Row, come get some! I have a lot to spare. I might not even need Spirits.</div>
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But two studs cost a lost of money, both up-front and in terms of upkeep, right? Not quite. <b>Jacqueline Isham</b> and <b>John "Aces" Redcliffe</b> don't ask for much, and although their studliness is conditional, in this deck they are exactly what you need. Once you have activated the outfit ability, you have more cards in hand than the opponent for sure, and then you don't really need to attack them - you're perfectly fine just sitting there drawing cards and playing deeds.</div>
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Another interesting aspect of the outfit ability is the option to ace a card from your hand. This doesn't seem like much of an advantage at first glance, but in truth it might be pretty big. The card pool is close to the point when degenerating your deck structure into Straight Flush or Dead Man's Hand stops being a fantasy and gets rather close to reality. With this outfit, <b>Gomorra Parish</b>, and <b>Buried Treasure</b>, you can ace enough off-value cards over the course of several turns so that once you shuffle your discard pile into your deck, the prospect of drawing DMH becomes quite real.</div>
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And then there's the <b>Undertaker</b>, which triggers off any dude card being aced, not just dudes in play. You can make tons of money acing <b>Pagliaccio</b>s, then bring them back with <b>Soul Cage</b>. I'm not kidding, this actually works! Check the end of this review for some <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#example_decks" target="_blank">example decks</a>.</div>
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This outfit opens up so many lines of play, it's like a faction of its own. The only question is, which 2-influence dude are you going to boot in the town square? Oh, but the new faction comes with a built-it perfect answer for that!</div>
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<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09018.jpg" id="marcia" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09018.jpg" height="320" width="228" /></a></div>
<h3 class="panel-title card-title" style="box-sizing: border-box; color: #333333; font-family: 'Noto Sans', sans-serif; font-size: 17.5px; font-weight: 500; line-height: 1.1; margin-bottom: 0px; margin-right: 15px; margin-top: 0px; position: relative; z-index: 10;">
<a class="card-title" data-hasqtip="1" href="http://dtdb.co/en/card/09018" style="box-sizing: border-box; font-size: 21.875px; margin-right: 15px; position: relative; text-decoration: none; z-index: 10;">Marcia Ridge</a></h3>
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Marcia is sooo good! Once she enters the town square, your opponent has to think twice before playing <b>Baird's Build and Loan</b>, <b>General Store</b>, or <b>The Pharmacy</b>. And what Marcia can do with <b>Charlie's Place</b> or <b>Carter's Bounties</b> is outright hilarious! In fact, her effect is so strong that you're not likely to actually use it all that often - experienced opponents will hold their deeds in hand until they can scare her off the town square, or they'll try to minimize her impact in some other way - but it'll still hurt them, even if you don't see it right away! I've had numerous games when I didn't get to use her ability a single time, but after the game was over my opponent would tell me that Marcia actually gave him more pain than my outfit! Truly, these two cards are enough to make a huge impact on the meta on their own, without any Shamans or Spirits. Speaking of which...</div>
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<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09016.jpg" id="butch" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09016.jpg" height="320" width="228" /></a></div>
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<h3 class="panel-title card-title" style="box-sizing: border-box; color: #333333; font-family: 'Noto Sans', sans-serif; font-size: 17.5px; font-weight: 500; line-height: 1.1; margin-bottom: 0px; margin-right: 15px; margin-top: 0px; position: relative; z-index: 10;">
<a class="card-title" data-hasqtip="2" href="http://dtdb.co/en/card/09016" style="box-sizing: border-box; font-size: 21.875px; margin-right: 15px; position: relative; text-decoration: none; z-index: 10;">Butch Deuces</a></h3>
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This is not your vanilla <b>Travis Moone</b>, this is Travis Moone with flavor! As usual, the flavor comes at +1 gr extra charge, and with a skill keyword to justify it. This particular flavor reminds me of all the times when I cursed Travis for convincing me to mulligan an okay-ish hand into a terrible one. Butch won't let you make the same mistake: if you don't like your new hand, you can keep the old one. The only condition is that you play lots of Spirits and/or Attire in your deck, which shouldn't be a problem for a dedicated Shaman deck. I wonder what new attire we'll see released soon, some fancy headdresses with eagle feathers I presume.</div>
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Unlike some other faction-spicific grifters, Butch's skill of 0 is not too bad. In a deck built around 10+ values (and packing <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#dance" target="_blank">Spirit Dance</a> off-value), his skill is enough to reliably cast any spell. The only issue is that his influence of 0 doesn't let him attach Totems to your opponent's deeds on his own. Of course, he can ask an <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#many" target="_blank">Ancestor Spirit</a> for help, but then again, you probably don't want to attach spells to him if you have any other choice - he'll go down first, hopefully <b>Takin'</b> someone with him. Overall, a solid starter for a dedicated Shaman deck.</div>
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<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09017.jpg" id="mazatl" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09017.jpg" height="320" width="228" /></a></div>
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<a aria-describedby="qtip-4" class="card-title" data-hasqtip="4" href="http://dtdb.co/en/card/09017" style="box-sizing: border-box; font-size: 21.875px; margin-right: 15px; position: relative; text-decoration: none; z-index: 10;">Mazatl</a></h3>
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Now this guy, he's really good. He basically says: "Hey, I'm not asking that you play lots of spells, just take 4x <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#trail" target="_blank">Spirit Trail</a> and watch how I drive your opponent crazy!" And he will. You can play a Spirit-heavy deck, or just take those Trails for mobility and not bother with any other Shamans, but you'll always get some value out of Mazatl. You can even use the outfit ability to draw extra cards and then run away home! Sure, it's not as effective as booting a 2-influence dude, but it's safe! Well, safer, if you're running away from a fight, then your opponent is likely to take hold of the town sqaure. But you can always just boot Mazatl to move him to some deed, lure an opposing dude there, then run away home. For the price of 3 ghost rock, he's amazing value!</div>
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<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09020.jpg" id="lydia" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09020.jpg" height="320" width="228" /></a></div>
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<a aria-describedby="qtip-3" class="card-title" data-hasqtip="4" href="http://dtdb.co/en/card/09020" style="box-sizing: border-box; font-size: 21.875px; margin-right: 15px; position: relative; text-decoration: none; z-index: 10;">Lydia Bear-Hands</a></h3>
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This is another option for a 2-influence body to boot in the town square for the outfit ability. 2 influence with no upkeep is always great, but at cost 5, I'd rather play <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#marcia" target="_blank">Marcia</a> instead. Unless, of course, I was building a Spirit-heavy deck and needed as many upkeep-less Shamans as I could get. This makes three of them, and they pretty much cover all your spellcasting needs, should you decide to focus on spells. As for her ability, I didn't find it to be of much use - most Spirits you'd rather actually cast, and booting a dude is something we all try to avoid. Sure, it's nice to have that pseudo-<b>Arnold</b> ability around, but unlike that clown Lydia needs to be in the shootout herself, and have a spell attached... Well, I guess Arnold with a skill would be too much to ask for.</div>
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<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09019.jpg" id="faulkner" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09019.jpg" height="320" width="228" /></a></div>
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<a aria-describedby="qtip-1" class="card-title" data-hasqtip="2" href="http://dtdb.co/en/card/09019" style="box-sizing: border-box; font-size: 21.875px; margin-right: 15px; position: relative; text-decoration: none; z-index: 10;">Richard Faulkner</a></h3>
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That's as plain vanilla as they come, but hey, have you seen 3 influence with 0 upkeep, like, ever? A starter option if you plan to pair him with <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#sarah" target="_blank">Sarah Meoquanee</a>, but I think that he's just outclassed by <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#marcia" target="_blank">Marcia</a>. I like to keep him in my deck even off-value though, as you never know when you might need a big chunk of raw influence to keep you from losing the game.</div>
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<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09021.jpg" id="jackson" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09021.jpg" height="320" width="228" /></a></div>
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<a aria-describedby="qtip-1" class="card-title" data-hasqtip="2" href="http://dtdb.co/en/card/09021" style="box-sizing: border-box; font-size: 21.875px; margin-right: 15px; position: relative; text-decoration: none; z-index: 10;">Jackson Trouble</a></h3>
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Huh. 1-stud 1-influence for 4-1 is a good enough start, just give him a gun and a useful ability, like that of <b>Nathan Shane</b> or <b>Jack O'Hara</b>... Well, Jackson's ability is not bad, not bad at all... But it's rather wasted in a faction that has easy access to <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#trail" target="_blank">Spirit Trail</a>. Oh and did I mention a gun? You're probably not playing any in a Shaman deck. Maybe a Rapier, but still, I'd rather start Jacqueline or John Radcliffe instead. Jackson's value of 7 also makes him an unlikely filler, at least for now. We'll see, maybe his time is yet to come. Oh, and in case you were wondering, this is not the owner of <b>Jackson's Strike</b>.</div>
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<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09022.jpg" id="elk" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09022.jpg" height="320" width="228" /></a></div>
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<a class="card-title" data-hasqtip="5" href="http://dtdb.co/en/card/09022" style="box-sizing: border-box; font-size: 21.875px; margin-right: 15px; position: relative; text-decoration: none; z-index: 10;">Black Elk</a></h3>
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Raise your hands everybody, it DJ Black Elk! Hehe, how do you like that, skill 3 and high value for a modest price of 3 gr - can easily compete with the likes of <b>Kyle Wagner</b> and <b>Rev. Perry Inbody</b>. The thing is, you don't really need a skill that high in the current card pool - as I said above, if you build a deck around 10+ values and take 4x <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#dance" target="_blank">Spirit Dance</a> off-value, you'll be just fine with the skill of 0, which three of your dudes already have. If you want to build around 8's then of course Black Elk is your go-to starter Shaman. You'll have a hard time if he gets Kidnapped, but then again, this only means that you didn't lose a dude with influence. And your backup Shamans can still cast most spells reliably. Me, I just didn't find building around 8's all that critical (I know, I know, it sounds weird). His odd value also makes him an unlikely filler, but I did go as far as to start him in a deck that had no spells whatsoever - but packed my favourite card of all time, <b>Hot Lead Flyin'</b> ;)</div>
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<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09023.jpg" id="bloody" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09023.jpg" height="320" width="228" /></a></div>
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<a aria-describedby="qtip-1" class="card-title" data-hasqtip="2" href="http://dtdb.co/en/card/09023" style="box-sizing: border-box; font-size: 21.875px; margin-right: 15px; position: relative; text-decoration: none; z-index: 10;">Bloody Teeth</a></h3>
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Now we get to the filler dudes. Most of them are Shamans and/or studs. Bloody Teeth here is both, and Harrowed to boot. Not much of a starter honestly, just a decent body to put on the board later on.</div>
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<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09024.jpg" id="hawk" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09024.jpg" height="320" width="228" /></a></div>
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<a class="card-title" data-hasqtip="0" href="http://dtdb.co/en/card/09024" style="box-sizing: border-box; font-size: 21.875px; margin-right: 15px; position: relative; text-decoration: none; z-index: 10;">Three-Eyed Hawk</a></h3>
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She's the heavy hitter. Looks similar to <b>Clyde Owens</b>, but that guy has a built-in callout enforcement mechanism, while this gal here, um, can make some more use out of <b>Scoop Hound</b>? And she's also a Shaman, so maybe you should play <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#trail" target="_blank">Spirit Trail</a> instead... I'm confused. Anyway, you're not going to start her, so she's just a 3-stud 2-influence bomb that you want to drop at some point in the late game. And just as <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#butch" target="_blank">Butch</a> suggests that we'll see a new piece of Attire soon, so does Hawk seem to herald the coming of new Shaman-related Sidekicks in near future - exciting!</div>
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<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09025.jpg" id="sarah" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09025.jpg" height="320" width="228" /></a></div>
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<a aria-describedby="qtip-2" class="card-title" data-hasqtip="2" href="http://dtdb.co/en/card/09025" style="box-sizing: border-box; font-size: 21.875px; margin-right: 15px; position: relative; text-decoration: none; z-index: 10;">Sarah Meoquanee</a></h3>
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Now this! - this is much more interesting than a regular 6-7 cost filler. You might actually want to start Sarah as a very cheap 3-stud protector for your Shamans, and she's much more likely to hit the board in the mid-game. One good thing about her ability is that she can come into the shootout unbooted, which is pretty good for <b>Point Blank</b> (<b>Make 'Em Sweat</b> and <b>Pistol Whip</b> too, if you're into low values). One bad thing about her ability is that it's only usable once per turn, and in a competitive game of Doomtown, you're likely to get involved into several minor shootouts rather than a grand wall-on-wall gunfight... Oh wait, that's in general, but if we're talking about the "camp in the town square & abuse the outfit" game plan, then one big shootout is exactly what you want! :) In my opinion, she's outclassed as a starter by the <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#marcia" target="_blank">Marcia</a> + <b>Jacqueline</b> + <b>John Radcliffe</b> trio, but as more diverse strategies develop, she'll probably find home in more starting posses. In any case, she's a very good filler if you're playing Spirits, or starting a dude with 3+ influence (I'm looking at you <b>Lillian Morgan</b>). Oh, and her ability references Spirit spells, not tokens.</div>
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<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09026.jpg" id="frog" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09026.jpg" height="320" width="228" /></a></div>
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<a class="card-title" data-hasqtip="0" href="http://dtdb.co/en/card/09026" style="box-sizing: border-box; font-size: 21.875px; margin-right: 15px; position: relative; text-decoration: none; z-index: 10;">Smiling Frog</a></h3>
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A solid dude. A high value stud with influence and no upkeep - what else is there to ask for? Well, maybe more bullets for the above-average cost of 6 ghost rock - but you do get more bullets with his ability! And discarding a card is not so much a cost but rather an extra benefit when we're talking about the faction that draws two extra cards every turn - discarding more cards would help you to cycle through your deck faster if you're looking for some particular card, and there's always something to discard in a hand of 7 cards. Smiling Frog is a very good filler, but you might actually want to start him if you find <b>John Radcliffe</b>'s lack of influence disturbing.<br />
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<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09027.jpg" id="crow" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09027.jpg" height="320" width="228" /></a></div>
<a aria-describedby="qtip-0" class="card-title" data-hasqtip="1" href="http://dtdb.co/en/card/09027" style="box-sizing: border-box; font-family: 'Noto Sans', sans-serif; font-size: 21.875px; margin-right: 15px; position: relative; text-decoration: none; z-index: 10;">Laughing Crow</a></div>
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This lady is kinda weird - and it's not just because of her strange jokes. 3 influence and Shaman 4 is very good for the price of 5 gr, but her upkeep of 3 gr hurts a lot. You don't really need Shaman 4 with the present card pool, as there are no Spirits similar to <b>Soul Blast</b> or <b>Paralysis Mark</b> that could abuse very high pulls. You could play <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#guidance" target="_blank">Spirit Guidance</a> and <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#dance" target="_blank">Spirit Dance</a> on-value and cast them reliably, I guess, if that's what you really want to do... Still, if you need lots of influence you'd be better off with <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#faulkner" target="_blank">Richard Faulkner</a>, and DJ <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#elk" target="_blank">Black Elk</a> can cover all your spellcasting needs. Sure, that's two dudes and they cost almost twice as much together - but hey, they have no upkeep!<br />
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Now, her ability. It's kinda strong. Card advantage, plus you get to attach revealed spells <b>General Store-</b>style - even to booted Shamans and in locations you don't control. Pretty cool, even though it doesn't work with Totems this way.<br />
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The combination of 3 influence, Shaman 4, and this strong ability might be well worth 3 upkeep. Looks like a very potent filler that will make a lot of impact once she hits the board in the late game. I don't quite see her as a starter though, at least not at present - it might seem like you could really abuse her ability from the start, but almost all Spirit spells cost money, and you probably won't have much ghost rock, considering her upkeep. Maybe in the future, when we get more free spells that would make Shaman 4 actually useful.<br />
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<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09028.jpg" id="chief" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09028.jpg" height="320" width="228" /></a></div>
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<a aria-describedby="qtip-3" class="card-title" data-hasqtip="4" href="http://dtdb.co/en/card/09028" style="box-sizing: border-box; font-size: 21.875px; margin-right: 15px; position: relative; text-decoration: none; z-index: 10;">Chief Stephen Seven-Eagles</a></h3>
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Ooooh, here comes the Chief! Impressive, isn't he? Only <b>Max Baine</b> and <b>Lillian Morgan</b> have that much influence, and only <b>Sloane</b> and <b>The Fixer</b> have so many bullets. Although, what to do with 4 bronze bullets? Everything that turns a draw dude into a stud is either a Gadget, a Miracle, or has low value and fails spell pulls. The only exception is <b>No Turning Back</b>, which actually works wonders in token-filled decks. And the great Chief is a Shaman himself, so he can summon a spirit, then sacrifice it to turn himself into a 6-stud - niiice! Hopefully we'll get some more ways to paint his bullets silver.<br />
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But of course, his 4 bullets are not his defining feature. It's the ability to gain extra control points. When I first saw the two new Kings, I though that <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-108-righteous-bandits.html#king" target="_blank">T'ou Chi Chow</a> was a universally strong late game dude, while Chief required building a deck around him. And I did build a deck, filling it with all available Totems and Improvement Gadgets, combining Shamanism and Mad Science in hopes to gain 10 control points with one boot of a card. It didn't work, mainly because I couldn't defend my deeds, or the town square. Now I think that his main use might be to hit the board in late game and gain around 3 control points - should be enough to close the game. Still, play him if you're playing Totems, not the other way around.</div>
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<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09031.jpg" id="guidance" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09031.jpg" height="320" width="228" /></a></div>
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<a aria-describedby="qtip-0" class="card-title" data-hasqtip="1" href="http://dtdb.co/en/card/09031" style="box-sizing: border-box; font-size: 21.875px; margin-right: 15px; position: relative; text-decoration: none; z-index: 10;">Spirit Guidance</a></h3>
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Here's our first Spirit spell, and it's... kinda odd. Cycling cards is certainly useful, as evidenced by <b>The Fourth Ring</b> outfit and <b>Philip Swinford</b>. If I were to build a deck around 6's, I'd be quite happy to take some goods that cycle cards (and do not boot my dude -- looking at you here, <b>Whiskey Flask</b>). However!..<br />
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The difficulty of the first ability is higher than the spell's own value. That means that in order to reliably cast it I either have to start a Shaman with a skill of more than 0, or put this spell in my deck off-value. As I said above, it is currently quite easy to start three Shaman 0 dudes and build a deck around 10+ values (with 4x <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#dance" target="_blank">Spirit Dance</a> off-value), so that they won't fail (m)any pulls. Do I want to build a deck around 6's and start <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#elk" target="_blank">Black Elk</a> just for the sake of Spirit Guidance? Mmmm not really. And Black Elk would still fail Spirit Dance upon pulling a 6.<br />
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Maybe the answer is to start <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#crow" target="_blank">Laughing Crow</a>, build the deck around 6's and 8's, and cast both Spirit Dance and Spirit Guidance's second ability reliably? Well, it doesn't seem like it's worth it for me, but for the sake of the experiment I'll try that.<br />
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So then, what about playing Spirit Guidance off-value in a 10+ value deck (or a 8+ values deck starting Black Elk) - would that be optimal? I dunno guys, I'd take <b>Soul Blast</b> or <b>Puppet</b> or Spirit Dance off-value and risk failing pulls, but cycling cards... it doesn't seem worth it, especially considering that the outfit ability already gives you extra deck-digging power. I just don't know what I'd want to dig half my deck looking for.</div>
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<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09032.jpg" id="dance" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09032.jpg" height="320" width="228" /></a></div>
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<a aria-describedby="qtip-0" class="card-title" data-hasqtip="0" href="http://dtdb.co/en/card/09032" style="box-sizing: border-box; font-size: 21.875px; margin-right: 15px; position: relative; text-decoration: none; z-index: 10;">Spirit Dance</a></h3>
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Now this - this is a spell I'd be willing to put into my deck off-value, or build around 8's and start <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#elk" target="_blank">Black Elk</a>. You get a free stud that can shoot someone at <b>Point Blank</b>, plus a body to soak casualties or be sacrificed to <b>No Turning Back</b> and trigger the <b>Undertaker</b>. It's like a <b>Bounty Hunter</b>, minus the forced callout part - every turn! Pretty much the only thing that can ruin your day is <b>Unprepared</b>, but hey - them's the breaks, as they say. Engaging into shootouts becomes much safer with this spell around, and enables all kinds of nasty lose2win tactics. It doesn't come cheap, but it's well worth the cost - this spell is the heart of Shaman decks.<br />
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<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09033.jpg" id="trail" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09033.jpg" height="320" width="228" /></a></div>
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<a class="card-title" data-hasqtip="2" href="http://dtdb.co/en/card/09033" style="box-sizing: border-box; font-size: 21.875px; margin-right: 15px; position: relative; text-decoration: none; z-index: 10;">Spirit Trail</a></h3>
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I like how Design can think of so many different ways to introduce a movement-based effect for every skill in the game - they all feel different, they're all good at what they do, and I just can't say which one is the best (obviously I'm not talking about <b>Teleportation Device</b> here =_=). This spell is bound to one location, and you need a Shaman there to cast it, but you can send any of your dudes from there to anywhere - including booted dudes. What's more, if you attach one Spirit Trail to your home and another one to any deed (including your opponent's, even out-of-town), these two locations become adjacent, and any of your dudes - not just Shamans! - can move from home to that deed without booting! This can become a headache for your opponent, who'll have to spread his dudes around town, and be at a disadvantage at the meneuvering game, whether it involves shootouts of not. Basically, even if you don't want to focus your deck on Shamans and Spirits and restrict in only to high values, you can just start <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#mazatl" target="_blank">Mazatl</a> and pack a set of Spirit Trails, and it'll be a very useful asset. Of course, all of this applies only if your strategy involves going into the late game - if you plan to finish the match within the first two turns, you shouldn't bother with this card and take something more shooty.</div>
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<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09034.jpg" id="many" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09034.jpg" height="320" width="228" /></a></div>
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<h3 class="panel-title card-title" style="box-sizing: border-box; color: #333333; font-family: 'Noto Sans', sans-serif; font-size: 17.5px; font-weight: 500; line-height: 1.1; margin-bottom: 0px; margin-right: 15px; margin-top: 0px; position: relative; z-index: 10;">
<a aria-describedby="qtip-1" class="card-title" data-hasqtip="1" href="http://dtdb.co/en/card/09034" style="box-sizing: border-box; font-size: 21.875px; margin-right: 15px; position: relative; text-decoration: none; z-index: 10;">Many Speak as One</a></h3>
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This spell is kinda tricky, you need a strong board position and the ability to outmaneuver your opponent to make good use of the tokens, and preferrably something like <b>No Turning Back</b> to abuse them during shootouts. If you just plan to go to the town square and shoot things, you'd do better with something else, like a <b>Rapier</b>. If, on the other hand, you count on moving your dudes around town with <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#trail" target="_blank">Spirit Trail</a>s and planting <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#pack" target="_blank">The Pack Awakens</a> here and there, engage in minor shootouts and let your tokens eat lead while your Shaman escapes unharmed, then this might be just what you need.</div>
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While it's clear that a 0-stud token contributes 1 silver bullet during shootouts and can soak a couple casualties, it's much more intersting what you can do with his 1 influence. Obviously, you cannot use it to deny income from your opponent's deeds. You can, however, use it to control deeds during Sundown to win the game, and that extra influence also keeps you from losing. There are some more devious ways to abuse the token: boot it in the town square to activate the outfit ability, start a job, play <b>This Is A Holdup</b>, or even give control points to <b>Nicodemus Whateley</b>!</div>
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This card is good in a deck that tries to outmaneuver the opponent, not just outshoot him in a wall-to-wall fight. And really, you should try playing this kind of deck in order to experience and enjoy the most out of the new factions - and heck, the game itself!<br />
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<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09035.jpg" id="pack" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09035.jpg" height="320" width="228" /></a></div>
<h3 class="panel-title card-title" style="box-sizing: border-box; color: #333333; font-family: 'Noto Sans', sans-serif; font-size: 17.5px; font-weight: 500; line-height: 1.1; margin-bottom: 0px; margin-right: 15px; margin-top: 0px; position: relative; z-index: 10;">
<a class="card-title" data-hasqtip="0" href="http://dtdb.co/en/card/09035" style="box-sizing: border-box; font-size: 21.875px; margin-right: 15px; position: relative; text-decoration: none; z-index: 10;">The Pack Awakens</a></h3>
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It ain't easy to figure out how to use this spell properly. Many games of Doomtown are decided by a major shootout in the town square, and this applies to Eagle Wardens quite well, since one of their preferred playstyles is to camp there and abuse the outfit ability. But you cannot attach Totems to the town sqaure, not even with <b>General Store</b> or <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#crow" target="_blank">Laughing Crow</a>. Well, there are ways...<br />
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<a href="http://dtdb.co/en/card/07006" target="_blank">Harry Highbinder</a> allows you to control the town square, and attach any Totems you like to it. This is a bit tricky, as he's a Sloaner, so you either need to bring him on the board later in the game (and pay 5 upkeep!), or start him in a Sloane deck and play some Shamans later on (there are currently no drifter Shamans available, hopefully we'll get some soon).<br />
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You can also attach several Totems to your home and keep a Shaman there equipped with <a href="http://dtdb.co/en/card/01097" target="_blank">Buffalo Rifle</a>. He can join a shootout that takes place in the town square while physically remaining at home, and thus able to cast Totems. Just don't rely on that setup too much, a single <b>Pistol Whip</b> or <b>Unprepared</b> can ruin your day.<br />
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Now, if we forfeit the idea to cheat tokens into a shootout in town sqaure, what else can we do with The Pack Awakens?<br />
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First, if you attach it to your home, it'll help you fight off <b>Bounty Hunters</b> and <b>Kidnappin'</b> attempts.<br />
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Second, if you play the chess game with your opponent, moving around town but still willing to engage into minor one-on-one shootouts, then this card makes <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#mazatl" target="_blank">Mazatl</a> quite able to fend off any of the contested deed's defenders.</div>
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Third, it does a good job of helping you protect a certain important deed - a <b>Bunkhouse</b> in a <b>Nicodemus</b> deck, or a ranch with several <b>Auto Cattle-Feeders</b> and <b>Fate Dispensers</b> in a <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#chief" target="_blank">Chief Seven-Eagles</a> deck (see below for examples).<br />
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Overall, I like how well-designed this card is: it's not very useful for some of the more popular strategies, but it really helps with the 'aggressive chess' playstyle.<br />
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<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09030.jpg" id="idol" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09030.jpg" height="320" width="228" /></a></div>
<h3 class="panel-title card-title" style="box-sizing: border-box; color: #333333; font-family: 'Noto Sans', sans-serif; font-size: 17.5px; font-weight: 500; line-height: 1.1; margin-bottom: 0px; margin-right: 15px; margin-top: 0px; position: relative; z-index: 10;">
<a class="card-title" data-hasqtip="1" href="http://dtdb.co/en/card/09030" style="box-sizing: border-box; font-size: 21.875px; margin-right: 15px; position: relative; text-decoration: none; z-index: 10;">Idol of Tlazolteotl</a></h3>
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First, let's get a rules question out of the way: "attach legally" means attach it the same way as if you were playing it from your hand. For Totems this means that you need to control the deed and have an unbooted Shaman there, while Improvements usually have some restriction written on them (attach only to a Ranch, or to an in-town deed, or an unbooted deed). You need to meet all these requirements in order to re-attach a card.</div>
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Note that while a card can be originally attached to any location, you can only re-attach it to a deed you control. This means that you cannot re-attach a <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#trail" target="_blank">Spirit Trail</a> to your opponent's deed where none of your dudes are present, and then use Mazatl's ability to move him there.</div>
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Incidentally, <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#chief" target="_blank">Chief Seven-Eagles</a> gets a discount for every card attached to any location, but only gets control points for cards attached to deeds you control. So the Idol lets you plant your Totems as would be most convenient at the moment, withot having to worry about whether they'll contribute to Chief's control points.<br />
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+2 influence during upkeep will help you control deeds to (re)attach Totems to them, and also to use these deeds' abilities (although <a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#marcia" target="_blank">Marcia</a> is so much better in this regard), but it won't give you control points or deny upkeep to your opponent.<br />
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Overall I'd say it's nice that this card exists, it does untie your hands when you're planting Totems around town. But its effect is rather minor, and the competition at J♥ is pretty strong (<a href="http://the-gadgetorium.blogspot.ru/2015/09/review-iouf-eagle-wardens.html#many" target="_blank">Many Speak as One</a> and <b>Rapier</b>), so I don't think I'd put more than one copy of it in my deck.<br />
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Alright, we're done with the card, now to see some examples of what you can do with them!<br />
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<b>Example Decks</b></div>
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<li><a href="http://dtdb.co/en/deck/view/13242" target="_blank">Shaman Slide</a> (original idea of running around town and planting Totems)</li>
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<li><a href="http://dtdb.co/en/decklist/1307/wardens-of-the-balance" target="_blank">Wardens of the Balance</a> (<b>gozik</b>'s idea to start aggressively camping in the town square)</li>
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<li><a href="http://dtdb.co/en/decklist/1331/shamans-dmh" target="_blank">Shamans DMH</a> (dropping spells and going the Sloane way)</li>
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<li><a href="http://dtdb.co/en/decklist/1425/the-undertaken-ii" target="_blank">The Undertaken II</a> (<b>gozik</b>'s idea to abuse Soul Cage + Undertaker)</li>
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<li><a href="http://dtdb.co/en/decklist/1441/eagle-wardens-dmh-recursion" target="_blank">Eagle Wardens DMH + Recursion</a> (combination of the previous two with <b>Swider</b>'s idea to degenerate the deck structure into pure DMH)</li>
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<li><a href="http://dtdb.co/en/deck/view/13710" target="_blank">Totemus Whateley</a> (<b>gozik</b>'s further development of the Nic + Bunkhouse theme)</li>
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<li><a href="http://dtdb.co/en/deck/view/13409" target="_blank">Chief of Improvements</a> (trying to abuse Chief Seven-Eagles with Improvement Gadgets)</li>
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</div>mplainhttp://www.blogger.com/profile/13922579925195216332noreply@blogger.com1tag:blogger.com,1999:blog-4486028032543013073.post-57208648547503552832015-08-21T14:11:00.000+03:002015-10-01T10:08:22.857+03:00[Review] IOUF - The 108 Righteous Bandits<div style="text-align: justify;">
It's two more weeks before the Faction Pack named "<a href="http://www.alderac.com/doomtown/products/immovable-object-unstoppable-force" target="_blank">Immovable Object, Unstoppable Force</a>" is officially released, yet I've already played with the new cards extensively, both on OCTGN and IRL using proxies, and I'd like to share what I've learned about new factions. First, the Kung Fu guys, and the Shamans will follow shortly after.
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<span style="font-size: large;"><a href="http://dtdb.co/en/card/09001" target="_blank">The 108 Righteous Bandits</a></span><br />
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<b>The Outfit</b> card itself has nothing to do with Kung Fu or Techniques, it could belong to any faction, which can be viewed as both a good thing and a bad thing. For the introduction of the new faction I'd prefer something that would accentuate its signature mechanics, yet in the long run it's a good thing that this outfit doesn't bind the faction too much to one specific playstyle.
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This outfit gives you extra mobility. It generally gives you more options for how you can use your dudes to contest deeds and isolate enemies, makes it easier to use abilities that require booting a dude as a cost (Pistol Whip, Point Blank, Wendy, <a href="http://dtdb.co/en/card/09009" target="_blank">Xui Yin Chen</a>), and lets your isolated or paralyzed dudes escape from dangerous situations.
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A more noticable effect that actually changes the rules of the game as we're used to playing it is how it affects Out-Of-Town deeds. No longer can Irving safely build a Jackson's Strike using the Morgan outfit ability. No longer can Philip annoy you by going to the Blake Ranch and forcing you to send your own dude away to contest it back. Well, they can do it, but it'll be a suicidal mission, because with this outfit you can send a 0-influence chump to that out-of-town deed, then follow with your big stud - unbooted - and call the soft draw dude out. Mmmm, delicious. And after the callout your stud still boot to move back in town, either to contest a deed, or home / to town sqaure to get ready for the new day. Sure, you could do this before too, with Railroad Station, Surveyor's Office, Shadow Walk, and Walk The Path. But now you can do it every turn, and your opponent knows about it.
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Overall, I'd say that the outfit card and cheap low-value dudes (<a href="http://dtdb.co/en/card/09003" target="_blank">Ben</a>, <a href="http://dtdb.co/en/card/09006" target="_blank">Xiao</a>, <a href="http://dtdb.co/en/card/09004" target="_blank">Daomei</a>) form the second main theme of the new faction (besides Kung Fu): lots of dudes that can be anywhere. And I can't say which theme is more important. For example, the added maneuverability is much more annoying to the Clowns, who don't care much about the kung fu shenanigans.<br />
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<a href="http://dtdb.co/en/card/09003" target="_blank"><span style="font-size: large;">Benjamin Washington</span></a><br />
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<b>The Grifter</b> doesn't know kung fu, but he is a very important part of the "108 sneaky bandits" aspect of the new faction. His Grifter ability sets the tempo of a generic Green deck: start with a strong posse to immediately put pressure on the opponent AND a lot of money to buy deeds to support your economy in later turns. Discarding a card to draw a card is very useful by itself, and if you save 1-2 gr in the process it's just great. But really, very often you have at least two cards in your starting hand that you won't be able to play on the first turn, so discarding two cards, drawing one, and saving up to 4 gr is a very powerful grifter ability.<br />
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Thankfully, the Green faction has many dudes with 2 upkeep that you'd want to start: <a href="http://dtdb.co/en/card/09009" target="_blank">Xui Yin Chen</a>, <a href="http://dtdb.co/en/card/09014" target="_blank">Bai Yang Chen</a>, <a href="http://dtdb.co/en/card/09013" target="_blank">Abuelita Espinoza</a>. Heck, you can start all three, pay no upkeep for them on the first turn, buy a couple deeds, and only have to pay 3 upkeep on turn two and on. Only, you really have to play aggressively right from the start. If your opponent manages to scare you away, you'll likely have to discard a dude or two due to financial difficulties. Oh, and Flight of the Lepus can totally ruin your day =_= This is why I think playing 4x Pair of Six-Shooters is very important: it allows you to counter Lepus about half the time (if you won lowball on the previous turn, and both you and your opponent are cheatin' now, you can use the Six-Shooters to make your hand legal).<br />
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Overall, I think this little guy will be a staple and a cornerstone of Green decks in the foreseeable future.<br />
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<a href="http://dtdb.co/en/card/09006" target="_blank"><span style="font-size: large;">Xiaodan Li</span></a><br />
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Another cornerstone, <b>Number Six</b> is just that, a body to initiate callouts and soak casualties for the always affordable price of only 1 gr. It might seem unimportant at first, but really it's a bunch of little things like this that, in my opinion, define the faction more than Techniques. But hey, this guy knows Kung Fu too, and his combined value of 3 is enough to succeed pulls about 60% of the time in an A-2-3 deck. Give him <a href="http://dtdb.co/en/card/09029" target="_blank">Nunchucks</a> and he becomes solid and reliable. But I wouldn't do that, he usually goes down pretty early.<br />
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<a href="http://dtdb.co/en/card/09004" target="_blank"><span style="font-size: large;">Daomei Wang</span></a><br />
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Steven Wiles is dead, meet Daomei Wang! Well, ol' Steve is not going anywhere from the game, of cource, but the <b>Transient</b> is really something. One less bullet, two less influence, and +1 initial cost - all that for FOUR less upkeep, which makes it very possible to keep him around in the mid-to-late game. Although tou wouldn't really want to keep him if you drew another copy (or Hired Guns), his comes-into-play ability is AMAZING! You just used your outfit ability and your opponent thinks that it's now safe to move a dude booted to a deed? Nope, your bag is still full of surprises. Nasty surprises with guns and kung fu. Yeah, just like lil' Xiao, this guy has a combined value of 3, so he can put your techniques to good use, if you happened to lose the heavy hitters. His biggest weakness (as compared to Steven) is that he dies easily to Shotgun and Soul Blast. But that won't stop players of all factions from running him in DMH builds, he's a perfect filler for a deck that wants to keep Spades in the draw structure. Thankfully his ability only moves Green dudes around, otherwise it would be a nightmare if it worked on anyone.<br />
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<a href="http://dtdb.co/en/card/09005" target="_blank"><span style="font-size: large;">Randall</span></a><br />
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First, let's get it out of the way: you draw exactly five cards at the start of the game, NOT up to your maximum hand size. So, the <b>Storyteller</b> doesn't really combo with Ben the Grifter. Then, it's not quite easy to have three guys in one location when you're playing a very aggressive deck that wants to put pressure on the opponent and deny them income from deeds. Randall is a perfect filler for a deck built around 2's, and I even put him 1-of off-value if I'm playing Hired Guns, as sometime in the mid-to-late game i'll probably want some cheap extra influence.<br />
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I also found that he's a rather good starter vs. Clowns, in that matchup I don't really want to have <a href="http://dtdb.co/en/card/09009" target="_blank">Xui Yin Chen</a> around as she always ends up paralyzed and cannot do anything (unless I have <a href="http://dtdb.co/en/card/09039" target="_blank">Rabbit's Lunar Leap</a>), and I still have to pay her 2 upkeep every turn. Randall helps me build up in the early game, saving me money and providing cards. Although he's very vulnerable to Soul Blast, so starting him might not be a good idea if you've got a lot of shooty clowns in your meta.<br />
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<a href="http://dtdb.co/en/card/09007" target="_blank"><span style="font-size: large;">Longwei Fu</span></a><br />
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<b>Ol' Geezer</b>, I'm using him as a filler mostly. His Kung Fu is strong, but not much stronger than <a href="http://dtdb.co/en/card/09009" target="_blank">Miss Chen</a>'s, and she's so much scarier in a fight. Unless she gets Pistol Whipped before she can use her ability, in which case Longwei is actually better. But I tend to win lowball due to playing low values, so it's not usually a problem. Other than Pistol Whip and similar effects, I can't really think of a common situation when I'd start a big fight and keep by stud with influence at home. Well, I could be starting many small fights with my 0-influence draw dudes and have an edge, but it seems too risky. Tell me if you've had any success with Longwei as a starter.<br />
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<a href="http://dtdb.co/en/card/09009" target="_blank"><span style="font-size: large;">Xui Yin Chen</span></a><br />
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I mentioned her several times already, now we finally get to taking a look at the <b>Anime Girl</b>. Well, what is there to say. She's strong. Really strong, in a deck with six starting dudes. In a wall-to-wall fight, I can easily get to draw 12-14 cards. First turn first click she goes to the town square, and now that Desolation Row player has much less incentive to run the job. Sure, he can neutralize her with Suns or Pistol Whip, but what to do about the other four or five studs? (The correct answer is: play <a href="http://dtdb.co/en/card/08021" target="_blank">Nightmare at Noon</a>)<br />
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Naturally, she's at her best if you win lowball often, that's why I think it's important to delute your draw structure with enough off-value cards. The outfit ability helps to move her around unbooted, and if your opponent managed to outmaneuver you, <a href="http://dtdb.co/en/card/09039" target="_blank">Rabbit's Lunar Leap</a> can really save your day. Oh, and that influence bonus that her ability provides might be useful if you're fighting at a deed and bring <a href="http://dtdb.co/en/card/09010" target="_blank">Hamshanks</a> or <a href="http://dtdb.co/en/card/09012" target="_blank">Yunxu Jiang</a> along. Overall, she's a very strong starter that requires a lot of care to be effective. Very effective. And very vulnerable to Paralysis Mark, unfortunately.<br />
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<a href="http://dtdb.co/en/card/09008" target="_blank"><span style="font-size: large;">Natalya</span></a><br />
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<b>The Wailing Dead</b> are actually nice people if you get to know them, as <a href="http://dtdb.co/en/card/09015" target="_blank">T'ou Chi Chow</a> said. I honestly don't think you can convince your opponent of that. As I said, a Green deck wants to put pressure on the other player and deny him income while maintaining a stable economy to pay for its own dudes. Well, Natasha really helps with that. Spend all your money on goods and deeds, send her to Jackson's Strike or Blake Ranch, and put your opponent in a silly situation when you'll get money regardless of who wins lowball. She's perfect for contesting out-of-town deeds, and she's one of the few Green dudes who can weild Shotgun effectively. I didn't try to start her yet, preferring <a href="http://dtdb.co/en/card/09011" target="_blank">Hiram Capatch</a> and a bunch on 0-influence dudes instead, but I wish I did every time my opponent plays an out-of-town deed. If you had success starting her, please let me know.<br />
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<a href="http://dtdb.co/en/card/09010" target="_blank"><span style="font-size: large;">Hamshanks</span></a><br />
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Hellspawn are nice people too. <b>The Red Orge</b> protects his friends from harm, in a similar way as <a href="http://dtdb.co/en/card/01012" target="_blank">Tyx</a>, with a twist. He works only in locations you control (not in the town square), and only if he is unbooted (so you need to be careful with movement, and the second Paralysis Mark or Unprepared will get through). On the other hand, he protects from some abilities that Tyx is powerless to stop, like Wendy, Blood Curse, and [one] Paralysis Mark.<br />
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Overall, his usefulness is limited in that he doesn't help you in major shootouts in the town square, and fighting wall-on-wall at deeds is rather uncommon. Still, he's cheap influence with kung fu and a useful trait. I wouldn't start him, but I'd put one in my deck, even off-value maybe. Or, start him in place of the Anime Girl or Randall in a matchup vs. Clowns, he provides less influence but at least he doesn't die to Soul Blast as easily as the Storyteller.<br />
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<a href="http://dtdb.co/en/card/09011" target="_blank"><span style="font-size: large;">Hiram Capatch</span></a><br />
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<b>The Barber</b> clearly isn't much of a fighter, but he's actually vital to that "put pressure on your opponent" strategy that I talked about earlier. Starting a bunch of cheap 0-influence dudes like <a href="http://dtdb.co/en/card/09003" target="_blank">Ben</a> and <a href="http://dtdb.co/en/card/09006" target="_blank">Xiao</a> might leave you without an ability to deny income to your opponent, and #denial is a very important part of early agression. If your opponent doesn't want to fight you in the town square and potentially lose his dudes to your strong kung fu, but instead focuses on building deeds and setting up economy, you might be in trouble. The Barber won't let this happen though, when he's in town square he makes all your chumps control deeds during the upkeep phase, which is when it actually matters in the early game. As I said before, out-of-town deeds pose a certain problem though. It is also worth noting that Hiram has a high enough value to trigger Hot Lead Flyin'.<br />
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<a href="http://dtdb.co/en/card/09012" target="_blank"><span style="font-size: large;">Yunxu Jiang</span></a><br />
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<b>The Braided Warrior</b> is very similar to the Red Ogre, in that he's cheap influence with kung fu and a trait that is useful in a fight at a contested deed. At home too, but if you're fighting at home with a Green deck then something weird is happening. He's at his best when fighting alongside Miss Chen. The value buff helps to succeed at Techniques and Hot Lead Flyin' and also protects weaker dudes from Shotgun and Soul Blast, while the bonus bullet powers your own Shotguns. There are better dudes to start, but keep one in the deck, he might be of use later on.<br />
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<a href="http://dtdb.co/en/card/09013" target="_blank"><span style="font-size: large;">Abuelita Espinoza</span></a><br />
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This is a weird one. If you start her along with a couple other 2-upkeep dudes and <a href="http://dtdb.co/en/card/09003" target="_blank">Ben</a>, you cannot afford to fall back in the early turns, or she'll bankrupt you. Flight of the Lepus will wreak you hard. It's just too risky for my taste. Keeping one copy off-value in the deck seems fine, but that's the fourth dude i'm saying this about, keeping them all might harm your draw structure and pulls too much. I didn't find a place for her in my deck, but if you had success with her, tell me about it!<br />
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<a href="http://dtdb.co/en/card/09014" target="_blank"><span style="font-size: large;">Bai Yang Chen</span></a><br />
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<b>Raiden</b> is the heavy hitter. You can't put pressure on your opponent without a 3-stud or two. 2 upkeep for 0 influence seems silly, but if you camp him at your opponent's home that's 3 stud bullets and +2 cards per turn for 1 upkeep, which is one hell of a bargain! Yes, card advantage is a thing. Your opponent might not realize that and leave Raiden alone, since he's not making any immediate harm by just standing there at their home. But the benefit those extra cards will give you is huge. He also knows kung fu, which is mostly relevant in that he can suddenly appear anywhere using Rabbit's Lunar Leap. Oh, and he's one of the few dudes who can make good use of a Shotgun without the Zhu Bajie shenanigans. I start him in all my Green decks.<br />
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<a href="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09015.jpg" id="king" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://dtdb.co/web/bundles/dtdbcards/images/cards/en/09015.jpg" height="320" width="228" /></a></div>
<a href="http://dtdb.co/en/card/09015" target="_blank"><span style="font-size: large;">T'ou Chi Chow</span></a><br />
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<b>The King</b>. Looks suspiciously like the late Sheriff Dave Montreal4 stat-wise, but thanks to the reduced cost he will hit the board much more often. And when he does, he'll definitely make an impact. First, he counters Paralysis Marks. Second, he unboots after Kidnappin' and Pistol Whip. Third, it's generally very annoying for your opponent that you can move dudes around and unboot them, breaking all established rules.
Just like the Outfit and the Grifter, the King has nothing at all to do with Kung Fu, but boy does he contribute to the whole "108 Inglorious Bastards" aspect of the faction... I mean "108 Sneaky Ninjas"... you get the idea.<br />
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<a href="http://dtdb.co/en/card/09036" target="_blank"><span style="font-size: large;">Shifu Speaks</span></a><br />
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Obviously, you only want to be playing this if you're running a lot of techniques. The buff to Kung Fu will make combos longer and more reliable, filling up your discard pile serves the same purpose. Bonus influence might let you take control of a deed at Sundown, or help in a fight where Hanshanks or Yunxu Jiang are involved. Overall it's not a very strong card, just a handy tool to make your Kung Fu a bit more reliable, and there will be times - many times - when it won't really do anything for you, you'll play it just to get rid of it.
But, what are your other options at A♣? Hired Guns obviously, but you probably don't want more than a couple. Make 'Em Sweat should help in shootouts, but I find it too complicated to use as it requires booting your own dude. So yeah, put a pair of these in your A+2+3 kung fu deck and see for yourself how fun it is to chain combos.<br />
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<a href="http://dtdb.co/en/card/09037" target="_blank"><span style="font-size: large;">Zhu's Ferocity</span></a><br />
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This card is pretty good by itself. Almost as good as Faster on the Draw (in a non-Law Dogs deck, obviously). It cuts less bullets, but you can chain several on them for a greater effect. The trick is to have a dude with high enough Kung Fu rating, <a href="http://dtdb.co/en/card/09009" target="_blank">Xui Yin Chen</a> or <a href="http://dtdb.co/en/card/09007" target="_blank">Longwei Fu</a>. I'd say that I don't have a problem with playing this card over Bottom Dealin' or Make The Smart Choice.<br />
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<a href="http://dtdb.co/en/card/09038" target="_blank"><span style="font-size: large;">Raking Dragons</span></a><br />
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Now this, this isn't strong enough to compete with Suns or Stakes by itself. It boots a dude, which is useful to counter Wendy or Pistol Whip or Point Blank, but other than that it's not a very proactive action. It sets up the stage for a finisher, either Zhu's Reward or Shotgun. Well, yeah, Shotgun. That ol' tested and true card is simply amazing when you can combo it with the Tao of Zhu Bajie, raising your dude's bullets and lowering the opposing dude's value. It's not uncommon to ace Steven Wiles or Wendy! Only, if you don't have Shotgun then the Dragons won't scare anyone with all their Raking. Or if you do have Shotgun but your opponent has Unprepared, then after you're done showing off with the c-c-combo, they'll just jam the gun. Overall, this card is a necessary piece of the mechanism, but it doesn't do much by itself. Suns or Stakes are just so much more useful and versatile overall.<br />
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<a href="http://dtdb.co/en/card/09040" target="_blank"><span style="font-size: large;">Zhu's Reward</span></a><br />
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This is the combo finisher, and it looks real strong on paper. In practice though, you will often end up sending away dudes that you actually wanted to kill - Jake, Irving, Lucy. And the cost to boot a dude is a big deal, at times you can play this but just don't want to bother because it might make your board position worse. At other times though, you can desintegrate an army of harrowed 2-stud tokens, which is this card's hour of glory. I went from playing 2x to only 1x in my Kung Fu deck.<br />
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<a href="http://dtdb.co/en/card/09039" target="_blank"><span style="font-size: large;">Rabbit's Lunar Leap</span></a><br />
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This, I believe, is the best technique released up to date. It's not really any better than Stakes, and it's much less versatile, but it frees slots for more Suns, which is very good by itself, and it works wonders when your <a href="http://dtdb.co/en/card/09009" target="_blank">Anime Girl</a> got Pistol Whipped. I'm running 2x in my deck that doesn't have any on the Zhu Bajie techniques, and I'm quite happy with it.<br />
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<a href="http://dtdb.co/en/card/09029" target="_blank"><span style="font-size: large;">Nunchucks</span></a><br />
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+1 Kung Fu is a nice little bonus, helpful sometimes, irrelevant most of the time. The ability to cut pulls makes your own techniques and Hot Lead more reliable, and it can be used aggressively against enemy spells. Only, the spells that I really care about are cast outside of shootouts, and half the decks in the meta don't run any spells at all. If I'm playing Tao of Zhu Bajie then I want to go 4x Shotgun to maximize its efficiency, and if i'm not using techniques then this card will be a dead draw in most games, so I'd still rather have Shotguns. It's a nice option to have in the meta, but I'm not sold on it. Would be much more solid if it was A♥, 2♥, or 4♥.<br />
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And in the end, a couple decklists:<br />
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<a href="http://dtdb.co/en/deck/view/12041" target="_blank">The 108 Kung Fu Masters With Shotguns</a><br />
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<a href="http://dtdb.co/en/deck/view/12094" target="_blank">The 108 Regular Dudes With Suns And Stakes (and Shotguns)</a><br />
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gozik's <a href="http://dtdb.co/en/decklist/1471/master-of-puppets" target="_blank">Master of Puppets</a><br />
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Kahkalack's <a href="http://dtdb.co/en/decklist/1480/banditslide-2-0-livonia-mi-sheriff-event-winner-" target="_blank">Banditslide</a><br />
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mplainhttp://www.blogger.com/profile/13922579925195216332noreply@blogger.com1