# Something About A Gun

Designed by David Eber.

## Feng Shui Sites (12)

1 Ring of Gates
1 Perpetual Motion Machine
1 Garden of Bronze
1 Birdhouse Cafe
1 Sacred Heart Hospital
1 Night Market
1 Rainforest Grove
1 Whirlpool of Blood
2 Pinball Hall
1 Jagged Cliffs (2)

## Non-FS Sites (3)

2 House on the Hill
1 Drug Lab
1 Secret HQ

## Characters (24)

5 Friends of the Dragon
5 Hacker
2 Stuntman
3 Ex-Commando
1 Chinese Doctor
1 Bronze Sentinel
1 Masked Avenger
1 Serena Ku
1 Johnny Tso
1 Silver Band
1 Ting Ting
1 Johnny Badhair
1 The Golden Gunman
1 Jack Donovan

## Events

3 Golden Comeback
2 Slo-Mo Vengeance
2 Final Brawl
2 Ki-Yaaah!
1 Who's The Big Man Now?!
1 Thunder on Thunder

## States

2 Fusion Rifle
2 Really Big Gun
2 Grenade Launcher
2 Pump-Action Shotgun
3 Both Guns Blazing

## Notes

This deck started out as more of a mixed bag as I tried out a number of the Flashpoint cards. This eventually got worked down to the present form, eliminating cards such as Fighting Spirit (probably useful, but it never seemed to work out that way) and Redeemed Gunman (His inability to intercept came into play much more often than his special ability did). Thunder on Thunder went in b/c Flashpoint has upped the number of edges I see being played. Originally, the deck suffered from too few mid-range and heavy hitters. Thus, the stuntmen went in, as did the Silver Band, the Masked Avenger, and Ting-Ting (whom I had only left out b/c she didn't fit the concept). The Bronze Sentinel hasn't wowed me either, but I suspect he's useful enough to warrant including.

The basic combo of this deck should be obvious: Both Guns Blazing with lots of guns, preferably on an Ex-Commando or Johnny Tso. Slo-Mo Vengeance has so far only come into play once, but it seems so suited to this deck that I haven't dumped it. Most of the other characters are chosen b/c they fit well with the deck, e.g., Johnny Badhair, b/c of the large number of states, Serena Ku b/c she can ambush, Jack Donovan b/c he has guts, and so on. The basic Dragon events round the deck out.

This deck is best suited when you want to try winning with a concept rather than building a straight winning deck. While the BGB combo can produce some potentially awesome results (I once attacked four times with one Ex-Commando and won the game), for the most part it doesn't seem to gel, and More BGB's seem like they would dilute a state-heavy deck even further. The combos in this deck, while fun, just don't beat out the stronger cards such as Final Brawl and Golden Comeback, which can be played on their own. Also, expect to discard a few heavy hitters. In short, have fun, but don't take this one to any tournaments.