Twisty Man in the Twisty Maze

Card draw simulator

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Derived from
None. Self-made deck here.
Inspiration for
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Monotone · 304

Twisty Man in the Twisty Maze

I took this deck to the Labyrinths of Lunacy (Group A) as part of Great Old Ones Gaming's stream during (Far)kham Con 2020, and it performed very well, dealing over half the damage to the final boss and discovering plenty of clues along the way. The Labyrinth needs the ability to grab clues and manage enemies, both of which are roles that "Skids" can excel at. It also needs the ability to pass tests, which is something that we can easily manage with some good deck tech.

Succeed by 1/2/3 or more

This deck comes from the "Skids" deck I took solo through Night of the Zealot, which I designed to explore the "succeed by X or more" archetype after hearing Frank from Drawn to the Flame complain about people saying that Winifred Habbamock would finally make it viable. "It's already viable!", he said on the podcast, and I thought I'd give it a go. The idea, therefore, is to pack this deck with as many of those effects as possible (hence Gregory Gry in place of the more traditional Leo De Luca).

Lucky Cigarette Case gets us card draw basically every turn we investigate with Lockpicks. Double or Nothing isn't strictly in the category but helps get more value out of the cards that are, plus Vicious Blow. Quick Thinking can be used to get an extra action or two (with Double or Nothing), and if you have Borrowed Time you can do that whenever it's convenient and bank the free actions.

Enemies: and

This deck is mostly intended to get enemies off the map, rather than evasion, and that's why we have .41 Derringer and Switchblade for getting rid of enemies. Both cards do more than 1 damage if you succeed by 2 or more, and Switchblade doesn't take an action to play, meaning that they're great at dealing with enemies up to 6 health. "Skids" will probably need to increase his to reliably succeed by 2 or more against anything with a higher fight value than 1, so Physical Training gives us in exchange for resources, and the second card is great to commit. Cheap Shot is another card that's good for enemies with odd health values, but also lets "Skids" evade an enemy if he isn't in a good place to handle it right now (i.e., if he doesn't have Physical Training or anything to commit). Daring Maneuver helps, too, if the enemy absolutely needs to die right now. On the subject of committing cards, one copy of Vicious Blow helps with odd numbers of health.

Clues: and

A combination of Lockpicks and Streetwise for investigation and you're almost certainly fine; "Skids" is investigating at a base of 7 with Lockpicks, meaning that he's likely to succeed by 2 without boosting at shrouds of 3 or lower, and can boost or risk the charge at shrouds higher than that. This makes early-game investigate actions great for economy (more on that in a second). Daring Maneuver helps to mitigate risk if you're investigating 4+ shrouds with no money, and because you're so good at this "Watch this!" is likely to fire. Mulligan for Lockpicks.

Economy

Gregory Gry, "Watch this!", Hot Streak and Pay Day form the basis of the economy here. Every time you test you want to spend the amount you're up by minus 2 from Gregory, so that you can reliably get resources back. "Watch this!" is great for committing while investigating, and Hot Streak just makes huge amounts of money. Pay Day is an Emergency Cache but if you're on Borrowed Time or doing some Quick Thinking you can rake in some extra cash.

We want to be pretty rich by the endgame to help with whatever boss is at the end of the standalone, and also to deflect those pesky tests by using Physical Training.

Mythos: and

Streetwise, Physical Training and Guts. Mulligan for Physical Training!

Summary

All in all, this is a versatile deck that can handle enemies and clues easily and hold its own in a standalone scenario such as Labyrinths. If you want to see it in action, check the link above.

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