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czwartek, 14 stycznia 2016
niedziela, 3 stycznia 2016
Next Level Slide
Hi,
I've top2ed a 16-player
tournament in Warsaw, Poland on 28. November with this Landslide
deck. The deck has been influenced by a version piloted by kollatt,
you can find his deck here:
http://dtdb.co/en/decklist/1552/op-kit-4-event-banditslide-1st-place
Next Level Slide
DTDB link: http://dtdb.co/en/decklist/1729/next-level-slide-top2-op-kit-warsaw-poland-28-11-15
DTDB link: http://dtdb.co/en/decklist/1729/next-level-slide-top2-op-kit-warsaw-poland-28-11-15
The 108 Righteous
Bandits (Immovable Object, Unstoppable Force)
Dude (17)
1x Abuelita Espinoza
(Immovable Object, Unstoppable Force)
1x Androcles
Brocklehurst (Base Set)
1x Asakichi Cooke*
(The Light Shineth)
1x Benjamin
Washington* (Immovable Object, Unstoppable Force)
1x Clementine Lepp
(Base Set)
1x Daomei Wang
(Immovable Object, Unstoppable Force)
1x Hamshanks*
(Immovable Object, Unstoppable Force)
1x Hiram Capatch
(Immovable Object, Unstoppable Force)
1x Jake Smiley*
(Election Day Slaughter)
1x Natalya (Immovable
Object, Unstoppable Force)
1x Nicodemus Whateley
(Faith and Fear)
1x Old Man McDroste
(Nightmare at Noon)
1x Olivia Jenks (Base
Set)
1x Randall* (Immovable
Object, Unstoppable Force)
1x T'ou Chi Chow
(Immovable Object, Unstoppable Force)
1x Xiaodan Li*
(Immovable Object, Unstoppable Force)
1x Yunxu Jiang
(Immovable Object, Unstoppable Force)
Deed (21)
1x B & B Attorneys
(Base Set)
1x Baird's Build and
Loan (Double Dealin')
1x Blake Ranch (Base
Set)
1x California Tax
Office (Faith and Fear)
1x Carter's Bounties
(Base Set)
1x Charlie's Place
(Base Set)
1x Circle M Ranch
(Base Set)
1x Cooke's Nightcap
(The Light Shineth)
1x Flint's Amusements
(Nightmare at Noon)
1x General Store (Base
Set)
1x Gomorra Parish
(Base Set)
1x Huntsmen's Society
(No Turning Back)
1x Jackson's Strike
(Base Set)
1x Morgan Mining
Company (The Light Shineth)
1x Pat's Perch (Base
Set)
1x Railroad Station
(Base Set)
1x Shane & Graves
Security (Frontier Justice)
1x St. Anthony's
Chapel (Faith and Fear)
1x The R&D Ranch
(New Town, New Rules)
1x The Whateley Estate
(Faith and Fear)
1x Town Council (New
Town, New Rules)
Goods (5)
4x Fancy New Hat
(Frontier Justice)
1x The Evidence
(Election Day Slaughter)
Action (9)
4x Buried Treasure
(Nightmare at Noon)
4x One Good Turn…
(Base Set)
1x Pistol Whip (Base
Set)
52 cards with printed
value (required 52)
Cards up to The Light
Shineth
Deck built on
http://dtdb.co.
I went 3-0 in the swiss
portion of the event (beating Den of Thieves, Deso Row and
Gadgetorium), then I ID-ed twice to advance to top4 as first seed. I
then beat the same Deso Row again and split the finals against
Control clowns (we didn't play as we're teammates, know the matchup
inside out and there was realy nothing on the line). I won't go into
the details about my games, as I steamolled through everything I
played against in very short order without any danger whatsoever.
Instead, I'll try to describe the deck in great detail below. Enjoy!
:)
I'll start with a bold
statement - most of the Landslide decks you can find on dtdb.co are
misbuilt. Let me explain you why. When you ask pretty much anyone
experienced with the game on how Landslide deck works, they'll start
with the following general overwiev: 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. Eventualy there will be
so many of those deeds, that your opponent will be unable to match
the amount of CPs you've generated with their influence. While
obviously true, this description misses the real essence on how
exactly you want to achieve the basic goal. Because it is not as
simple as it sounds.
Instead of focusing
solely on the above strategy, let's redefine what the goal of the
deck make it very simple.
**The
goal**
Dump your hand every
turn.
Yes, that's right. You
need to build your deck in a way, that you are able to play out your
5-6 card hand every turn. Only then you'd be able to achieve the goal
most writers write about. If you stumble and clog your hand with
expensive and/or conditional cards, you'll give your opponent
oportunity to seize control and win the game. With this simple goal
in mind - let's discuss some individual card choices in the deck.
**Dudes**
The choice of dudes is
fairly straightfoward - 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 Kindapped and you don't want to invest your money in
something with a big target on their forehead. Remember this simple
premise - try to spend as little GR as you can for the cards you
play.
Benjamin Washington and
Xiaodan Li are cheap fodder for Election Day Slaughter and they are
fine at wearing Fancy New Hats - remember you want to spread your
influence to fight against spot removal.
Daomei Wang – the
ability is surprisingly relevant as it is another way to go after
opponent deeds without going through town square to force your
opponent out of position. On the other hand, the 2 upkeep adds up, so
he is on a shortlist to get replaced once new cards are released.
Randall – this is the
most important dude in the deck - 6 card hand size is so, so good.
it's essentialy a free card you can play every turn which is huge.
Asakichi Cooke – the
special is mostly relevant in that it allows you to cycle a card you
can't afford to play in a given turn. The movement itself, while
nice, is not really that important.
Natalya – the special
is not relavant at all, so don't try to sculpt the game state around
it - it's not worth it. It's also a mistake on my part to include her
in the deck in the first place. She should have been a Philip
Swinford instead, as the stats are virtually the same and Philip's
ability is a bit more relevant.
Hamshanks – he's very
good in that it soaks the first spot removal and gives Randall a turn
of living. He's not the ultiamte defense against Kidnappings, but
would have been good enough even without the ability.
Hiram Capatch – his
ability is barely relevant, don't spend too much time on thinking how
to take over opponent's deeds with Benjamin and Xiaodan - it won't
happen. There is one cool trick with Hiram though - if you have a
Saloon next to your home, Clem has +1 influence in your upkeep, so
your opponent will need another point of influence to deny you income
there. Most people will miss the interaction the first time around,
so there's a good chance they'll misplay and free up another deed of
yours in the process. :)
Abuelita Espinoza – one
of the worst dudes, I'd happily replace her with a 3-1-0 dude.
Nicodemus Whateley –
every Landslide deck must play a copy. This is a 2-card combo with
The Whateley Estate that gives you a chance to break a stalemate in
the late game and win out of nowhere. I have explained the combo in
the Deeds section in the description of The Whateley Estate for those
of you, who are unfamiliar.
Old Man McDroste –
another ridiculously good card that a lot of people don't appreciate.
They should. He allows for some cool tricks in that he flat out
destroys opponent's economy (take that - Blake Ranch!), punishes
careless plays with his Rumors-like ability and is a difficult to
remove control point.
T'ou Chi Chow – he's
essentially 3 influence for 2-3 GR. The special is barely relevant at
all, so don't waste time on thinking on how to use his ability
efficiently. It's not really worth it. Also, I've noticed some people
play 2. In my opinion this is wrong. I'd rather cut the single copy
that add another one. You don't need to draw him to win the game.
Clementine Lepp –
obvious inclusion, try to play a Saloon next to your home if possible
to combo with Hiram, however if you didn't draw a Saloon early, never
ever play one in 'the Whateley Estate spot' (more on that later).
Just let it go.
Androcles Brocklehurst –
take the money every turn, unless you intend to combo-kill with Nic,
or you have 20+ money and a steady income of 10+ GR.
Jake Smiley, Olivia
Jenks, Yunxu Jiang – best cost-efficiency ratio
Starting posse should be
modified to:
Randall, Jake, Asakichi,
Hiram, Clem in the following matchups:
1. You are certain your
opponent does not have any spot removal.
2. The mirror.
3. There is an argument
to start like this in a matchup against Control Clowns as well, but
I'm not entirely sure which starting posse is better.
**Actions**
This is a very important
part of the deck. You don't want to play anything that can't be
cycled right away. Therefore there is no place for Flight of the
Lepus and other conditional cards. With that in mind:
1x 5 Pistol Whip
4x 6 One Good Turn…
4x 10 Buried Treasure
Pistol Whip – this is a
flexible slot. I chose Pistol WHip because it keeps people honest in
that they need to play around it and send two people to Kidnap your
guy. It is also fairly easy to cycle as you can just initiate a 1-1
shootout with one of your 1 GR guys and send someone home.
One Good Turn... and
Buried Treasure – you must play 4 of each. Period. Any number less
than 4 is a mistake. A lot of people have a tendency to cut some of
these and include some bad cards like Make The Smart Choice or
Rumors. Don't do it. With One Good Turn you always use it to gain 3
GR in Lowball. This turns on your Flint's Amusements and allows you
to dump your hand with ease. This 3 GR is exactly what you need to
play your game of emptying your hand. It has the advantage over
Flight of the Lepus in that you can just cycle it for a card if your
opponent doesn't cheat. Buried Treasure is so obviously overpowered
that I can't understand why someone wouldn't want to play the whole
set of 4 in a Landslide deck. It's basically 1 free GR without any
downside as the card replaces itself. You also have a benefit of
aceing bad cards you don't want to draw like The Evidence in most
matchups, Cooke's Nightcap or Blake Ranch.
**Deeds**
This is a very important
part of the deck, so it is highly important you understand why
certain deeds are good for this type of strategy and why some are
not. The key in what deeds to choose is cost efficiency. Your deeds
will be taken over by your opoonent. This is just the way it is. You
can't deal with it. All their dudes with influence will camp at your
best deeds and you have no way to contest your deeds back. Therefore,
it is extremely important to spend as little GR on those deeds as
possible. The last thing you want to be doing is to spend 4-5 GR on a
deed only to have it taken over by your opponent the very same turn.
This is the major mistake most people do while playing with
Landslide. They play with bad deeds like Pony Express, Cattle Market,
Union Casino etc. Don't do it. You'd always prefer to play two 2 GR
deeds in place of one 4 GR deed. You need to spread your opponent
dude's as much as possible and expensive deeds are counterproductive
to that goal. In the ideal world - you'd play twenty 2-1-1 deeds,
however there aren't that many available, so you need to make some
concessions and play less optimal deeds as well. Here's the breakdown
of the deeds you should be playing:
St. Anthony's Chapel
Carter's Bounties
Shane & Graves
Security
Town Council
California Tax Office
B & B Attorneys
General Store
Railroad Station
Cooke's Nightcap
These are the all the 2
GR in-town deeds you can afford to play (sorted from best to worst).
The worst (i.e. significantly worse than the other ones that are
mostly redundant) are Railroad Station and Cooke's Nightcap.
The Station helps your
opponent more than it helps you, but between Daomei, Asakichi and
your home ability you have enough ways to mitigate this.
Cooke's Nightcap is
always aced with Buried Treasure unless you already have Clementine
Lepp on the board. She is perfect to protect your 3 income. Also, try
to play the deed as late as you can, hopefully your opponent will
spread out by the time you end up playing the Nightcap.
Flint's Amusements
Baird's Build and Loan
Huntsmen's Society
Gomorra Parish
These are the cards you
would happily replace with more 2 GR deeds, but there are no more 2GR
deeds to choose from, so you'd need to settle with the consolation
prize. They are sorted from best to worst again.
Gomorra Parish – this
helps your opponent more - it helps them cycle dead cards and even
gives them money. However, you still play this as it might enable you
to play that additional time once or twice.
Huntsmen's Society –
the ability is irrelevant 99% of the time. Don't ever play it in 'the
Whateley Estate spot'. Ever.
Baird's Build and Loan –
this is a good opening play, but it will serve your opponent more
than yourself, it's similar to Gomorra parish in that regard, however
this 2 GR may propel your start so that you dump your hand more
efficiently which is exactly what you want to be doing in the early
game.
Flint's Amusements –
this is the best of the bunch, both abilities are relevant and
difficult to utilise by your opponent, also - it is a nice home for
Clementine Lepp
Charlie's Place
Circle M Ranch
Morgan Mining Company
These three are the most
cost efficient 3 GR deeds, so they obviously made the cut.
The R&D Ranch
Blake Ranch
Pat's Perch
Jackson's Strike
This is an assortment of
the most cost efficient oot deeds.
With R&D Ranch, you
pretty much always use the ability, unless you're about to win this
or the next turn - then it's better to wait. Other than that, just go
for it and claim your 2 GR.
Blake Ranch – I don't
really like it too much and it's more of a necessary evil, than
something you'd really want to play with. It's basically only good on
turn 1. After turn 1 you pretty much need to ace it with Buried
Treasure as you don't want to draw it in the mid- or late game.
The Whateley Estate
Essentially, this is to
enable combo-kill with Nicodemus, you >always< play all your
deeds on one side of the street and leave the room next to your home
for the Estate. You then play Nicodemus >the very same turn<
you bought the Estate (this is to prevent a situation where your
opponent jumps to the Estate and has a dude ready for the next turn
to call you out), move all your guys from home without booting and
spawn control points like crazy. This additional win condition is
especially important in a mirror match and against decks that have a
lot of influence.
The Estate has some minor
use as well in that you can bring back your aced cards if you had to
ace some deeds with CP in the early game. Also - remember not to play
the Estate too early and always play it on the turn you intend to
combo-off with Nico, if the Estate doesn't win you the game right
away - just discard it
**Goods**
The Evidence –
obligatory insurance against Fred Aims and Danny Wilde, don't worry -
you'll eventually draw it if you need it, so one copy is enough.
Fancy New Hat – this
should really be thought of as dudes 18-21, the hats serve exactly
the same purpose i.e. they provide you with cheap influence. Quite
often, they are flat out better than a dude as they are more cost
efficient, in certain matchups (Sammy in Sloane and Puppet in 4R) the
Hats should probably be discarded, but other than that, they're just
great. Playing less than 4 is a mistake.
**Cards
that were considered but are bad and should not be played**
Max Baine – too
expensive, not worth to spend that much money only to see Max biting
the dust the first time your opponent draws a Kidnappin'.
J.W Byrne – I'd rather
have 1 certain point of influence than a conditional 2. There are
games where you get hit by two spot removal cards turn 1 and you need
to follow up with cheap influence turn 2 to stay in the game. Imagine
you draw J.W Byrne and don't have a Hat... That would be a stupid way
to lose the game.
Steven Wiles – you
don't need cards that buy you a turn when you're behind. Steven was
passable in Morgan versions of the deck, where you needed cards to
cheat the game, so you could live another day. With the sheer power
level of this deck, you don't need that kind of effect.
Flight of the Lepus –
it doesn't cycle itself so it's worse than One Good Turn. And you
don't want any cards that are conditional and are not trivial to
cycle.
Rumors – a lot of
people play these in their Landslide decks. This is incorrect. Don't
try to squeeze those in, especially don't cut One Good Turn, Buried
Treasure or Fancy New Hat for them. The key why Rumors is not a good
part in the deck is the inevitability of the deck in the late game.
What does 'inevitability' means? This is a term coined by Magic: the
Gatehring players to describe a situation, when a deck will almost
certainly win against another, given sufficient time to finish the
game. This is true for Landslide deck against pretty much every deck
in the current metagame. If you'll play long enough to finish the
game, you'll win. Rumors may win you the game a turn earlier, but
ultimately it does not matter at al, whether you'll win on turn 14,
or turn 15. You'll still eventually win the game.
Takin' Ya With Me –
generally speaking, this card is very good in Landslide decks. It
allows to trade your guy for your opponent's influence which is
always a good thing if played correctly. However, I only like the
card if I start with at least 2-bullet dude thyat I can sacrifice at
will (say hello, Travis Moone). With the starting dudes configuration
this deck presents, sadly there is no room for Takin' Ya With Me in
the deck. I wouldn't blame you though, if you tried a miser's copy in
place of Pistol Whip.
Cooking Up Trouble, Too
Much Attention and similar conditionally good cards – the space in
the deck is tight, so you only need the essentials.
**Changes
to the deck going forward**
With Dirty Deeds and Foul
Play already on the shelves, I'll go with the following changes:
-1 Abuelita Espinoza
+1 Rico Rodegain – but
don't start him
-1 Gomorra Parish
+1 Old Marge's Manor
-1 The Whateley Estate
+1 Maza Gang Hideout –
with the recent change of Movement rules, Maza Gang Hideout can serve
the same purpose as the Estate as going there will make opponent's
dudes boot
-1 Natalya
+1 Phillip Swinford
I'm also considering the
following changes, but have not tested them yet, so I can't tell
whether they're really necessary.
-1 Daomei Wang
+1 Wendy's Teethkickers
-1 Morgan Minig
Company/Huntsmen's Society
+1 Monte Bank
**Strategy**
Playing the deck is
rather simple. Dump your hand every turn (didn't I say that
already?). Play all your deeds on one side of the street. Sequence
them, so that you start with those with lower production or are
out-of-town. This is to lure your opponents dudes into the worse
deeds. Save the better ones till later plays. Also, try to spend your
money as efficiently as possible, i.e. sequence the card so that you
spend as much money every turn as you can. Also, generally speaking,
prioritise playing deeds over dudes, unless you're forced to add
influence to the board to not loose.
If you end up with some
cards after you've spent your money – always use Asakichi Cooke to
discard a card and discard another card during Sundown. There are few
exceptions like when you need to keep Whatheley Estate + Nico to
combo kill, but other than that, just try to draw 6 new cards every
turn. This is because you want to cycle through the deck as fast as
you can and draw as many One Good Turns and Buried Treasures as early
as possible to propel your economy. It's always correct to discard a
deed, even if you could play it the next turn.
Stay with your guys at
home. Don't be too cocky, you'll lose every shootout and you'll get
called out every time you contest against an unbooted dude. It's a
waste of time to check if your opponent calls you out. He will. If
your opponent taps out to move into one of your deeds, then obviously
you can claim the deed back. If something goes wrong, you'll still
have the ability to return home with the Outfit ability. If you
already used your home, try to avoid being trapped by Steven Wiles or
other cheap dude that can snipe your booted dude outside of your
home.
If the town square is
clear, or using Asakichi/Outfit ability you can draw opponent's dude
out of position by trying to contest their deeds. Again, play around
incoming dudes and don't force it. You'd rather have your guys safe
at home than have them killed while trying to deny opponent's income.
It's also generally correct to contest your own deeds back, rather
than stifle opponent's economy, if given a choice.
If your opponent plays a
Kidnappin', Election Day Slaughter or pretty much anything else that
kills your dude, just let it go. Never oppose, unless they go alone
and you have Pistol Whip to thwart their effort. This is especially
important against effects that discard your dudes. If they get
discarded, there is a chance, you'll draw them later and play again.
Learn to play fast. This
is especialy important if your opponent suffers from
analysis-paralysis syndrome. Play your deeds, play your dudes,
discard a card, pass the turn. Rinse, repeat. Most of the time, it's
not worth it to ponder and waste precious minutes to do the chess
moves unless they directly win the game. Don't overthink it, don't
try to be too clever. If you play with a reasonable pace, you'll
finish the game in well less than an hour.
**Matchups**
Any midrange/shootout
deck that does not have any spot removal
It's is nearly impossible
to lose against this kind of deck. Win ratio – close to 100%
Any midrange/shootout
deck that packs ~4 spot removal effects
As above. Win ratio –
close to 100%. If you think you can splash 4 Kidnappings off-value to
have a chance against a Slide opponent, don't be fooled. You have
exactly zero chance unless you draw all 4 of them in your first two
hands.
Any midrange/shootout
deck that packs ~8 spot removal effects
This matchup is very high
variance. Turns 1-4 are very important. If you get hit by two
Kidnappings turn 1 and another turn 2, it is very close and depends
on your draw. If you have a cheap dude or two to stay in the game,
there's a good chance to recover. If you stumble, you'll probably
loose. From my testing, I'll say such good opening draws don't happen
that often for the aggro player and your good draws are more likely
than theirs. It's important to play very cautiously and prioritse
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 survivng and winning the game through 11
spot removal spells (a mix of Election Day Slaughter and Kidnappin').
Overall, I would rare the matchup as 60% favourable.
The mirror
It all depends on the
build. Against standard builds without Nico and more expensive deeds,
you're definitely favoured, but not by much as it is relatively easy
to stall out long enough that the game goes to time. Again, I'll rate
the matchup as 60% favourable with a caveat that it's hard to finish
in time and nearly impossible to finish in time without comboing off
with Nic-Estate.
Control Clowns
The matchup varies
greatly depending on the build. Against builds similar to Gozik's,
you are a heavy underdog. The relevant cards in the 4R deck are:
Puppet
Blood Curse
Rumors
0 upkeep and a lot of
influence
Against a deck that has
all of the above in multiples, I'll rate the matchup as nearly
unwinnable. 10% unfavourable.
The more upkeep your
opponent pays, the better. If they start with an expensive guys like
Leon and don't have Pupept in their deck, your percentages go up
significantly. To around 50-60%. I rate the matchup as even to
slightly favourable.
If Clowns are more
shooutout oriented with stuff like Unprepared, Hex Slinging and such,
you shore up another couple points to 6 make the matchup 70%
favourable.
Introduction
Hi,
I've set up this blog to share my ideas about how to be a successful Doomtown: Reloaded player. 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.
At first, the blog may look extremely rough as my IT skills are close to none, so it will take some time to make the blog look pretty. ;)
Few words about myself:
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,
I've set up this blog to share my ideas about how to be a successful Doomtown: Reloaded player. 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.
At first, the blog may look extremely rough as my IT skills are close to none, so it will take some time to make the blog look pretty. ;)
Few words about myself:
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,
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