[Multiplayer] Daisy Walkers the Walk & Talkers the Talk

Card draw simulator

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Derived from
None. Self-made deck here.
Inspiration for
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LikeaSsur · 43

Note: This deck is built with another player using a damage-dealing, combat focused deck in mind.

With the cultists interrogated, Daisy Walker now knows what is plaguing Arkham...and more importantly, how to stop it. She and her newfound friend head off to the Arkham woods to stop the rising of UmĂ´rdhoth once and for all.

Deck Choices

The Midnight Masks really put Daisy's non-combat skills to the test. The encountered enemies were difficult and I couldn't reliably deal with them. Still, we managed to get 5 experience points during the session.

I opted for 2 Disc of Itzamna to just skip combat altogether should I ever draw an enemy. Replaced was a Research Librarian (I never had a problem getting my tomes out on time) and a single Scrying (during the previous 2 scenarios, I never had the chance to even play the two copies in my deck).

With 1 experience point left and The Devourer Below being the last chapter, I decided to spend the last point on an upgraded Magnifying Glass and replace the level 0 one, because why not get as much intellect as possible?

And so we go into The Devourer Below...

Investigation

Well....I'll admit my naivety at this game here. Obviously, Daisy should've been an investigation powerhouse, right? With Dr. Milan Christopher, an upgraded Magnifying Glass, and Deduction, I should've been discovering clues all over the place.

Not so in The Devourer Below. With different locations needing different stats to investigate, Daisy's didn't come in handy as much as it did in the previous 2 chapters. That, and not a lot of clues ever appeared, like the woods aren't the best place to find clues or whatever...

Combat

Holy monster surge, Lovecraft! This final chapter was crawling with monsters, cultists, and abominations. Thankfully, Scrying was in my opening hand, and I put it to good use, making sure I either didn't draw a monster, or when I did, I could just Disc of Itzamna it right into the discard pile.

That plan worked well! For as long as I had Scrying and Discs, anyway. Once they ran out (which was quick) and I actually got engaged, it was bad. Mind over Matter and Scrying could only do so much against the constant assault.

Final Thoughts

Daisy and Skids were wholly unprepared for this scenario. I blame our inexperience with the game, but still, our decks weren't tuned enough and the constant monsters, doom tokens, and confusing area led to our ultimate demise. Before UmĂ´rdhoth even awoke, we resigned and left Arkham to its grisly fate....which....was a bad idea, if you don't already know.

Ah, well, I had fun building Daisy up, and hopefully I learn from this! Now, time to rewind time and try again....unfortunately, without Daisy. :(

2 comments

Dec 25, 2016 bazyn · 8

How come 34 cards?

Dec 27, 2016 LikeaSsur · 43

`@bazyn: The extra 4 cards include Lita Chantler, Daisy's Tote Bag, Silver Twilight Acolyte, and The Necronomicon, which do not count against Daisy's deckbuilding limit.