Card draw simulator
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A gambling based blasting demolition solution | 32 | 22 | 9 | 1.0 |
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None yet |
ethereal64 · 499
Some while ago, I produced a deck that is centered around the interaction between 21 or Bust and Close the Circle, which can be found here: https://arkhamdb.com/decklist/view/49409/a-gambling-based-blasting-demolition-solution-1.0
Obviously, FFG finds this combo to be overpowered, and destroyed the foundation of it by (re)defining Basic Actions in the 2.3 FAQ —— they even used Close the Circle as the headline picture of the errata section. (In the meantime, received yet another new card to further abuse The Necronomicon in the up coming Drowned City, makes you wonder...)
Now, I could take the win and be done with the 21 system, but where's the fun in that? So, I'm now publishing the secondary and tertiary decks of this idea. They do significantly lack in power compared to the Dexter deck (which is why I published that one as an example), but should still be able to ruin FFG's day. This is the secondary deck, enjoy!
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A Quick Guide to Demolition
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Tactical Nuke, Incoming
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Greed is Good
The basic idea of this deck is that you find a way to play 21 or Bust during a skill test, empty the bag with it (since you draw "until you choose to stop", you can always choose not to until there's nothing more in the bag). and trigger any effect that requires a specific tokoen revealed during the skill test.
I will direct all of you to my old post for a detailed explanation of the system: https://arkhamdb.com/decklist/view/49409/a-gambling-based-blasting-demolition-solution-1.0
is definitively the most token-oriented class in the game, but somehow Dawn Star is a neutral card. Thus, even though usually don't play with token effects, they still has the potential to throw a mini-nuke to the enemy.
When the stars aligned, this deck can dish out 20 damage in a single action and is 100% proof. Admittedly, this is very unimpressive compared to the Dexter deck, but alas that's what we must get used to now.
Here's the step-by-step guide of how you dispose of anything that is less then 5 in a full team:
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Setup: Geas (promise of Play) and Spirit of Humanity on the table; Honed Instinct, 21 or Bust and 2 copies of Dawn Star in the hand (and resources to play them)
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Do anything that triggers a skill check (preferably something that don't cause AoO). During the skill check player window of ST.2:
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Spirit of Humanity: take damage and horror for .
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Honed Instinct: use the action to play 21 or Bust
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As soon as Honed Instinct is being played (i.e. you payed the cost), the promise is broken and Geas throws 10 tokens into the bag.
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Go through with 21 or Bust's effect until you have revealed all 10
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play 2 copies of Dawn Star to ignore each and every revealed, dealing a total of 20 damage (in 2 instances) to enemies at your location.
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Finish with 21 or Bust's effect; since Dawn Star ignores all . you might even make a profit.
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Continue to ST.3 of the skill check.
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Aside from the aforementioned combo, this is a fairly standard high roller / P2W Preston deck. Due to the lack of token interaction in , there's very little in what you can cheat from 21 or Bust other then a mini-nuke per deck cycle.
The combo pieces together costs 5 resources (not counting Spirit of Humanity and Geas that can be played beforehand), so it's totally viable to instead plug the system into a Dark Horse Preston deck; also, since all of the combo parts are level 0~2, they can instead fit into a Wendy Adams (who, with a right setup, can constantly deliver mini-nukes every 3 rounds) or a Charlie Kane (Rogue + Survivor) deck.
On the other hand, AHC's card pool is still constantly growing, so maybe sometime in the future we'll have a dedicated (or other token related) card suite for to fully utilize the potential of 21 or Bust. But until then, Keep Faith and carry on.
To create your own guides, find the template that @Valentin1331 have created here
You can exchange Spirit of Humanity for Forbidden Knowledge and we're back in the .