Originally published at: http://gomorragazette.com/2015/07/02/no-turning-back-reviewing-the-new-cards/
By Joe Oberbeck
Avie Cline (xp) – Avie’s experienced ability is what I consider a meta defining deck type. You start her and then add support cards such as Phantasm, Paralysis mark, Blood Curse, and Rumors. Voilá, you have a hard control deck. Another option is to use her as a sniper, e.g. pull a dude to her then force a lop-sided shootout. Use pharmacy and good stiff drink to rinse, launder, and repeat. 4.5/5
Judge Harry Somerset (xp) - I like him, even though I don't like the strategy he promotes. I am a control player and this dude screams aggro all the way. Together with Andrew Burton, your opponents are going to need an answer fast or they lose a dude at the start of the game. I will be interested in seeing the meta adapt to the Judge’s strategy. 4.5/5 Ebenezer Springfield - I really don't like this guy as a starter or a dude to play middle game, since he has no influence. The reason to play him would be to put him in my blessed deck just for the value. I guess you could throw a new hat on him since that is also a high value card. 1/5 Elander Boldman (xp) - The first mad scientist that has a skill of three. The Gadgetorium just got a starter that can invent any gadget in the game with ease. Flame Throwers and the brand-new Asyncoil Gun get better with his ability. 3.5/5 Antheia Pansofia - She is an auto-include in Sloane huckster decks and splashable outside of Sloane. Antheias' ability to add three to the skill check is a huge boon. Sloane Hucksters can now go after some of the high difficulty spells that have been out of their values structure without skewing their draw structure. 3/5 Harry Highbinder - Harry fits into Sloane for two reasons: he provides 3 influence which Sloane doesn't have access to, and he also allows you to play or trade goods in town square. The ability also, helps pump those shotguns out so you don't have suffer movement booting, which Sloane can't afford to do 2.5/5 Max Baine (xp) The unemployed version of Max is yet another experienced dude in this pack. Oddly, both Max and Avie went down on printed value. At first glance, I hated him mainly because he was exiled from my current favorite outfit. Then I looked again, and saw that 4th ring and Morgan have quality 10 or higher value dudes. Lo and behold, a deck was created. Cards that combo with Max are Good Stiff Drink, Pharmacy, and Louis Pasteur ( He is over 10 value and a Mad Science dude). 4.5/5 El Grajo. - Jack value drifter, stud, 3 cost, and only upkeep of 1 is decent, but not great. Where this dude shines is that while he has a melee weapon he can recover from a Sun in Yer Eyes to become a 2 stud. 2.5/5 Jacqueline Isham - This lady caught me off guard. I was not thinking a king value for such a cheap dude. The ability is hit and miss, but with Sloane pulling jobs everywhere, I think she will be starting in many deck just for that 2 stud repeat ability. 3.5/5 Huntsmen's Society - Another Jack value deed, that's four now right? When I looked at this deed I was confused on why I would play this deed over such options as the Undertaker and the Tax Office. After thinking awhile, I was thinking DMH deck, but my personal play style keeps jacks in my deck. Once Max was spoiled by OCTGN season one champ Gozik, I realized that this two card combo was going to start a new archetype based on high value dudes swarming the streets of Gomorra. The only negative thing I will say is that this deed will be having shootouts at it due to the fact it accelerates your income by reducing all of the controllers’ dudes with value of ten or higher by 1. If it had income of 0 I would still play it 5/5 Secured Stockyard - I like ranches and you know who did like ranches, Kyle, may he rest in peace. Ironically, these two cards work together so you can do the noon ability twice a turn to gain 2 ghost rock or a net gain of 3 ghost rock per turn. 3.5/5 La Quema - An ace value horse carrying a jack value dude. I am sensing a trend for DMH. Okay, at 4 ghost rock, this horse is going to be hard to put into play. With the biggest drawback out of the way, let's look at the juicy game text: attached dude gets +3 value and if they have a melee weapon, they get another bullet. Then the shootout ability to jump into a shootout and boot an opposing dude. With the stat increase and ability, I think the designers want voltron dudes to become a thing. I have no problem with this. 2.5/5 Asyncoil Gun - It's an experimental shotgun for club-less decks. I am excited to build a gadget deck using this card. 3/5 Scoop Hound - Another sidekick, this one shutting down shootout mobility effects. This card is a meta card and a good meta card at that. It turns so many strategies off that a one of in any deck would be a smart choice (Which it also turns off). As a side note, Alex is turned into a girl reporter, which is hilarious. 4/5 Rapier – Look, we have another melee weapon and a decent jack value weapon, so I can stop using the buffalo rifle. Getting +2 bullets, even if it’s conditional, and +1 value is nothing to sneeze at for a cost of 1 ghost rock. 2.5/5 Vitality Tonic - A queen value gadget with an ability to give attached dude the Abomination trait. After the attached dude dies, they go to discard instead. It has the repeat and pay 2 to unboot this dude, but if clubs discard. This card seems like it should go into a 4th ring deck, but they don't have science and then I think it should go in a club light or club-less deck. This is a card that I can't think where to put it. For now, I give it the lowest rating with a mental note that I need to play it more to figure out if it’s boom or bust. 1/5 Consecration - A holy cheating resolution with an easy skill check. With this miracle, one of your dudes is receiving +2 bullets and influence until sundown plus another miracle that reduces your casualties in shootouts. It seems once we get some blessed dudes with influence, this deck type will be one holy son of a gun to get rid of their dudes during shootouts. 2.5/5 Mark of Pestilence - At first glance I wanted to slot this in every huckster deck. Then I did a double take, and I still want to put it every huckster deck I have. The ability to boot all dudes in a shootout is great. Then after the first round, you run home. You have stuck your opponents’ dudes at a location, while next turn you will have unbooted dudes at home ready to move around at will. If this was a different value other than a 9, which it shares with Phantasm, I would like this Hex a lot more. 3/5 Cookin' Up Trouble - Punishing cheating players by looking at their hand and discarding an action, good, or spell is always a good thing. The only thing is this card is a five, and I hate to get rid of my pistol whips. The tracking of cheating players issue has been raised by the community. I solve the problem by using a token or counter. 3/5 Ol' Fashioned Hangin' - The anti-Drow deck card and another five value. If this card was another value, I could see this and pistol whips then running around using evidence to bump dudes bounty to two then sniping them with the Judge Harry's, Clyde, or Bounty Hunters. But another card that works for this is Make the Smart Choice or Flight of the Lepus. Law Dogs may be the only outfit packing this card for maximum usage. 3/5 No Turning Back - Hey, it’s the card that the saddlebag is named for! It must be great right? As a Queen value, this action can compete with the other cards at this slot. The noon action could be useful in a pinch to ace one of your dudes to gain ghost rock so you can play a better dude or deed for better usage. The resolution ability is great, instead of losing my whole posse I am just going to lose one and the dude you SIYE on is now a 2 stud again. The decks that I will try this in are going to be a 4th Ring Oddities deck and a miracle-based deck since they both sport effects that lower casualties. 1/5My feelings on this pack give me peace of mind that the developers are not just giving me what I want. Instead, they are dangling a carrot in front of me, challenging me to find a home for every card in this pack. Also, this is my favorite pack to date, because it is the saddlebag that I think most supports current decks and fosters new deck archetypes using different strategies we haven’t yet had available.