Fights in Tight Spaces

Fights in Tight Spaces

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Combo Execute - nearly useless
Cause the one way you have to regularly draw your gun is well.. draw, and that removes your combo.. Bleh. I've got two counters, and two quickdraws in my deck, but I still cannot seem to get 3 combo and the gun drawn to actually use this card.
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Showing 1-15 of 19 comments
Huggable_Commando Sep 30, 2023 @ 11:07am 
Yeah I have the same feeling. Don't know why I'd pick that up over any regular shooting card unless I have the enhancement that lets you stick to pistol stance between turns.
Steeldragonz Sep 30, 2023 @ 11:40am 
i did laugh when i saw this card, and my viewers all said the same thing that it seems to make no sense given draw has to be used almost all the time to make full use of all the hand
Trien Sep 30, 2023 @ 12:10pm 
you are aware there is a enhancement, that keeps your gun in hand throughout the round
Reya Sep 30, 2023 @ 6:43pm 
The Problem is not getting 3 Combo, I often get much more than that, the problem is that it deals so little damage and has to kill the target, maybe if it had an additional effect on kill or dealt more damage it might be worth it. The fact that it can't be upgraded just adds the final nail in the coffin for it.

That and the fact that it costs momentum to play, maybe if it had anchor it might not be as worthless.
Last edited by Reya; Sep 30, 2023 @ 6:44pm
Trien Sep 30, 2023 @ 8:10pm 
i'm more annoyed about disarm only working on pistols
Reya Sep 30, 2023 @ 10:05pm 
Yea I feel like it needs some kind of special thing to make it less useless to have in your deck, like something that means that drawing it when there is nobody with a pistol is not a Dead Draw, seeing as it is basically useless for the entire 3rd Act, since ninjas don't use guns
Grim Sep 30, 2023 @ 10:28pm 
Yeah it's a bizarrely useless card. Requires 3 combo, ends your combo, AND spends 1 momentum, but generally will do less damage than a Combo Finisher card would. You might say that it's to spend your combo at range, but at that point you may as well just do Quick Draw+ -- Which (at 3x Combo + a flat modifier damage) will always deal more damage than Execute, and doesn't end your combo.
Twelvefield Sep 30, 2023 @ 11:13pm 
You get style points for using it, I guess, like killing somebody with Pocket Sand.
Reya Sep 30, 2023 @ 11:38pm 
Yea, it kind of feels like it is just generally inferior in almost every way for except style to Combo Finisher, it does not even have an Upgraded version (Which is honestly weird IMO, it feels like it would benefit from it)
Probably only useful with the stoic shooter enhancement.
Primaris Oct 1, 2023 @ 10:14pm 
Am I the only one who finds it strange that some gun cards that clearly should have a + version (IE this one) and just... don't? Like why design a card that deals damage but can't be upgraded? Just make it do more damage lol. Only time I'll understand a card with no + version is if does a very specific niche with no numbers attached to it.
Inner Observer Oct 2, 2023 @ 12:42am 
It's entirely useless card so it doesn't need an upgraded version.
Mondian Oct 2, 2023 @ 1:04pm 
I thought the same, but by the end of my first successful run I had two quick draws, two holster+, foresight and I ended up putting my gun away and pulling it out multiple times per round racking up 15+ combo all the time so yeah its fine imo, just contingent on the rest of your deck.... like many other options. Stoic shooter is basically a must tho
Last edited by Mondian; Oct 2, 2023 @ 1:05pm
Grim Oct 2, 2023 @ 1:17pm 
Originally posted by Mondian:
I thought the same, but by the end of my first successful run I had two quick draws, two holster+, foresight and I ended up putting my gun away and pulling it out multiple times per round racking up 15+ combo all the time so yeah its fine imo, just contingent on the rest of your deck.... like many other options. Stoic shooter is basically a must tho
The problem is that I don't get why it has so many requirements stacked onto it. There are at least 4 "costs" to consider:
  • Deducts 1 momentum
  • Requires 3 or more Combo (negligible if you can easily acquire high combo, but still)
  • Must be able to kill the target
  • Ends combo
And maybe a fifth if you include the fact that it must be used in pistol stance.

The problem is that, for all those conditions, the end result is that you do… 3x combo damage. In a game where you can rack up a number of cards that will deal some flat damage + 2x combo, several of which won't even end your combo.

Quick Draw+ will always deal 8 more damage than Combo Execute, can be used even without killing, doesn't have a combo requirement, doesn't end your combo, and the only caveat is that you must have your pistol holstered to use it. iirc, Throw Your Gun deals either 2x or 3x combo, doesn't end your combo, and I can't recall if it has a cost of 1 momentum or 0 -- but either way it costs no more momentum and the only caveat is that it reverts you to melee.

If you find a situation where Execute works, then great, but the problem is that those situations basically arise not because Execute is a good card but because your deck is strong enough to make up for its failings. It seems like virtually every alternative is better than Execute.

I think it could be a decent card if it was, like, 5x combo with the current conditions, or maybe if it were still 3x combo but didn't end your combo, or if it cost 0 momentum, or… something. Right now I just can't see a scenario in which I'd want it in my deck.
Inner Observer Oct 2, 2023 @ 10:12pm 
Throw Your Gun costs 0 mome3ntum but needs at least two distance.
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