by David Hogg
Hell’s Comin’ With Me introduces three new Legend cards, joining Doc Holliday in representing heroes of the Weird West. Andrew Lane, a.k.a. The Ghost is a powerful Harrowed who has worked for The Agency and Union Blue Railroad, and bears more than a passing resemblance to former President Abraham Lincoln.
Early iterations of Andrew Lane focused on the Agency spy gadgets theme. One ability featured the ability to make one of your dudes a temporary Mad Scientist or have Lane himself invent a gadget. Both abilities proved to be too powerful during playtesting, and penalties and limitations to balance them made Lane too niche and difficult to use. Eventually the focus was shifted to something similar but different.
The Agency is the Union’s first line of defence against the horrors of the Reckoning, and Agents are always armed to deal with any threat. Andrew Lane reflects this with his ability and trait working around the Weapon keyword. As Weapons are a common type of goods, this means Lane can provide support to a wide variety of decks. Lane still brings the benefits of his spycraft knowledge, specifically the use of Concealed Weapons. Much like the action card of that name, he allows you to attach a Weapon to one of your dudes mid-shootout. The benefit to using him over the action card is having access to the ability every day, while freeing up space in your deck for other actions such as Faster on the Draw, Technological Exhibition, or Disarm.
Lane’s ability lets you make a variety of surprise plays, such as making a callout with a draw dude and then having them pull out a Pearl Handled Revolver once the fight starts, or dropping another Cheatin’ Resolution Weapon such as Quickdraw Handgun into a fight after your first one was Pistol Whipped home. Andrew Lane allows you to make bluffs that the similar Doomsday Supply would not. With a Shotgun in your discard pile and Doomsday Supply in play, an opponent will most likely avoid getting into shootouts with their low value dudes. With Andrew Lane that Shotgun in your discard pile could mean there’s another one in your hand. Without one in your discard pile you might simply be able to catch your opponent unawares and ace their unsuspecting dude. Against an opponent with a lot of Melee Weapons you can bait them into a shootout then remove their bullet bonuses by playing a non-Melee Weapon, and so on.
Lane’s ability isn’t restricted to regular weapons either. As long as you have an unbooted scientist for inventin’, Lane can let your dudes pull powerful Gadget Weapons out of nowhere, making him a strong ally for decks that employ a number of them. Being able to attach Weapons mid-shootout can also give you an advantage when attempting a Job. Normally you might spend an action attaching a Weapon before running a Job, giving your opponent an action to respond. Lane lets you avoid that step, allowing for faster more aggressive play. This is particularly true when your dudes are in town square and would normally take multiple actions to attach a Weapon.
If you’re a fan of the mind games side of Doomtown, Lane is a really fun Legend to use. Here’s a straightforward Law Dogs deck that packs a variety of Weapons to use with Andrew Lane. Shotgun, Scattergun and Pearl-Handled Revolver are all good surprises to spring on your opponent!