Card draw simulator
|None. Self-made deck here.|
Death by Chocolate · 371
This deck was originally conceived as a meme deck - "What if we crammed all five myriad cards into a Trish deck?" and it was... disgusting in practice. Weighing in at just over 11 xp, by the third scenario it was vacuuming clues from all over the map, flipping its entire deck every 2-3 turns, assembling the pendant by turn 3 (and using it 1-2 times every round for the rest of the scenario), committing Deduction 3-4 times per cycle, and never failing a skill test that matters. Most scenarios have ended with max VP and about 8 doom to go on the Agenda clock. Multiple times we have sat around for 2-3 rounds just taking draw and resource actions waiting for the penultimate agenda to flip and expose a VP enemy before we end the scenario.
There isn't much room for upgrades, but they pack a punch! Upgraded Deduction makes it pick up another 1-2 clues EVERY TURN for just 4xp! Another Day, Another Dollar may seem like a weird upgrade for a deck that gets to play each card multiple times, but the extra starting resources make setting up MUCH faster and mean early Surprised Rabbis can add secrets to Mr. "Rook" so he can be maintained for an entire game of use every turn. Another Another Day, Another Another Dollar is just as good as the first!
You can make more room by getting Versatile. We loaded up with some Swift Reflexes, Quick Thinking, and another Moxie to just buy more actions and consistency. If you do, it is worth upgrading to Perception to speed back up - but you can add whatever you want!
There are definitely some weaknesses that will make you cry, but unless you are Doomed the deck is surprisingly resilient. We've had it have its hand discarded (by the encounter deck) before it got started, and it took a few turns and a lot of card draw to recover, but it took off and we still cleared the scenario in record time. Trish's personal weakness is a complete joke because of her ability. Often you can clear it during the same action when it appears because of how much you draw during a skill test.
A disturbingly typical action:
- Activate Lockpicks
- Free Trigger: Rook for 9, Practice Makes Perfect for Deduction > Perception > Three Aces. Also hitting a Research card or two - but remember that the test has started so any Surprising Find won't trigger until the next test you perform.
- Commit: Eureka!, a pre-existing Surprising Find, whatever else you feel like
- Draw Chaos Token and crush the test because you are at 11 or more vs ~3.
- Lucky Cigarette Case for ~6-12 cards
- Resolve all of the success effects: Prioritizing Eureka! before draw if you still have Research cards in your deck, or draw first if you are near the bottom and trying to assemble your Three Aces or Segments of Onyx. Always discover clues last so if ANY of the 5-8 cards you've drawn hit Jesse and James, you can use your investigator ability and have them immediately blast off!
Make sure your cards are sleeved, because you will be shuffling 4-6 times a round!
The only downside to this deck is its lack of damage. It can evade (honestly or otherwise) an enemy here or there, but its a hoover not a fighter. But even in a three player campaign, this deck can single handedly clear the map, easily picking up all necessary clues with gas to spare.
If you wanted to slim this deck down a little for Stand Alone play with no extra weaknesses, I would suggest using level 0 Lockpicks and dropping Moxie and either Easy Mark or Segment of Onyx, but you might be better served upgrading Deduction or Another Day, Another Dollar and taking the extra basic weakness instead.
tl;dr - This deck goes brrrr, and it is NOT okay!!!