Card draw simulator
Derived from |
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None. Self-made deck here. |
Inspiration for |
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None yet |
Baronofbacon · 14
Decided to publish this deck after it worked way better than I ever thought it would the start was a bit rocky but once you get to 15-19 xp you can start cycling your deck constantly and win through overwhelming action eco.
Be warned though once this deck pops off your friends may start looking at their phones more and more if you don't pilot it fast enough and keep a counter on hand so you know how many actions you've taken in the turn and use a calculator for your resources instead of tokens
The main issue I see arising for this deck is that there are a few random basic weaknesses that just make the deck not function obviously I haven't played the deck with every basic weakness but these are my guesses on which ones would suck as of the scarlet keys expansion.
Worst nightmare(Make a new investigator and kill Skids as fast as possible): Doomed, Amnesia, Paranoia, Psychosis, Stupor, Through the gates
Rough but bearable: Kleptomania, pay your due?, Drawing the sign, Chronophobia, Internal Injury, Leg Injury, Panic, Dread Curse (might even be worse nightmare because your friends will hate you),
For all enemy weaknesses might just be best to constantly evade them because you will just draw them again if you kill them or get rid of them
How to Pilot in the early scenarios Take the physical trauma for in the thick of it
Before the deck has xp you are afraid and weak you want to prioritize not dying and doing the grunt work of low book test clues while paying off your hospital debts and Embezzling as much as you can for the future. If you see a sticky situation make sure to "ask" for help. Your Skids ability is a tool you can use for easy skill checks, if you want to pass a skill check by over 2 than set the gamble at 0 and you have pretty good odds.
15-19xp now what The deck at this point can be a little hectic to pilot at first just because you are hopefully doing around 6 to 8 actions a turn but you get into the groove of it,
Mulligan for Unscrupulous Loan, ace in the hole and payday.
You want to play down all your assets every asset on the board is one less draw you have to do.
in your turns you want to play Ace in the hole do your actions whatever they may be for the turn but make sure your last action is payday, you need the cashflow to get value out of Money talks and Well connected while also still playing cards like Pilfer, backstab, and swift reflexes.
Don't be afraid to just take draw actions you're deck is based around having money and playing money talks and well connected so you need to see ace in the hole, pay day each round to build up the resources. You have at least 6 actions a turn at the 15 xp mark anyway once you get far enough to have haste in the deck I'd even say to always just do two draw actions and get the third one for free.
Order of upgrades These upgrades prioritize getting the deck in a loopable state the faster you can draw your whole deck every turn the better. If you fear for your safety you can grab Precious Memento earlier but I would say becoming consistent is more important than soaking the 1 mental damage you take each time you have to shuffle your discard pile.
- E Cache 2xp Replaces Scrounge for Supplies
- Unscrupulous Loan 3xp Replaces Cunning
- Money Talks 2xp Just an upgrade
- Lucky 2xp Just an upgrade
- Ace in the hole 6xp Replaces Watch this
- Payday 1xp Replaces Calculated Risk
- Precious Memento 4xp Replaces Lucky Cig Case
- Manual Dexterity 2xp Just an Upgrade
- Well Connected 3xp Just an Upgrade
- Cheat Death 5xp Replaces Thermos
- Haste 2xp Replaces Nimble
6 comments |
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Dec 13, 2023 |
Dec 14, 2023
I would personally would just stick to one copy of Lucky cause there are only so many cards you can just hold in your hand and that's another way to keep cards out of the deck to consistently get Ace in the hole each round. |
Dec 14, 2023I may be overlooking something, but what does this deck do to advance the game or support the team? It is acknowledged that the deck doesn't accomplish anything early on, but at what point does it begin adding value? Taking a ton of additional actions is only worthwhile if one can pass a reasonable number of relevant tests. There is one card that can deal more than one damage per action and zero cards that gather more than one clue per action. Since this deck can only boost a couple of tests per turn, it's going to fail a ton of tests which often leads to negative outcomes for the entire team (e.g., symbol tokens adding doom for failed tests). I agree that I'd be bored if someone brought this deck to my table and took 15-minute turns that didn't accomplish anything. Taking Charon's Obol is the icing on the troll cake. |
Dec 14, 2023
When I played this deck with my group by the end of the campaign my party members expressed their displeasure with the deck not because of it taking a long time but because they felt entirely unneeded my deck could just do everything at that point and not care, you have way more health not including if you take direct damage, way more resources, can grab clues, evade, and fight. Skids O'toole is actually the flash cause it feels like I'm playing a busted super hero in Arkham Horror. Oh and 15 minute average turn estimate is crazy your turns take longer but not that much longer. |
Dec 14, 2023
The 2 additional xp is invaluable to this deck because it ramps up so hard with each new card it gets. |
Dec 15, 2023Sorry |
Looks really impressive, what about Skid's additional options, do we want to have three copies of Lucky in this deck? Or two money talks?