Weather Witch Wendy Proves her Worth - TDC Deck Guide

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Derived from
None. Self-made deck here.
Inspiration for
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aurchen · 77

Wendy becomes a Witch after her true awakening, channels the powers of the Sun and Moon to conquer her Shadow Self and fullfill the Prophecy


Introduction
  • This is a Support / Flex Wendy deck intended for Multiplayer, that sees her progressively learning all kinds of magic tricks.

  • Instead of using common archetypes like the "Reduce to Zero" (Old Keyring, Gumption, ...) or " Matters (Thieves' Kit, British Bull Dog, Lockpicks...), This deck aims to leverage Wendy's high and her average , paired with many effects that help both herself and her team.

  • The deck is an attempt to find a home for Good Weather, Doppelgänger and True Awakening, from The Drowned City. It also aims to complete the Prove your Worth task, which seems very difficult to accomplish, but for which Wendy is probably the best candidate. The reward, token manipulation and team support, fits right in with what this deck is trying to do.


Table of Contents
  • Overview

  • Upgrade Path

  • You're a Witch, Wendy !

  • Magical training

  • Integrating her shadow self

  • The Drowned City : The Tasks

  • Conclusion


Overview
 
Difficulty: ★★★☆☆
Enemy Management: ★★★★☆
Clue-getting: ★★★☆☆
Encounter protection: ★★★★★
Survivability: ★★★★☆
Economy: ★★★★☆
Card Drawing: ★★★☆☆

Upgrade Path

Link to the 0xp deck


 Cost  Total
The Mentor 0 XP
   Peter Sylvestre  →  Granny Orne ••• 3 XP 3 XP
   Peter Sylvestre  →  Granny Orne ••• 3 XP 6 XP
 
My First Spellbook 6 XP
   Thieves' Kit  →  Good Weather •• 2 XP 8 XP
   Thieves' Kit  →  Good Weather •• 0 XP 8 XP
   "Look what I found!"  →  Good Weather •• 0 XP 8 XP
   British Bull Dog  →  Enchanted Bow •• 2 XP 10 XP
   British Bull Dog  →  Enchanted Bow •• 2 XP 12 XP
 
Magical Training 12 XP
   Unconventional Method  →  True Awakening •• 2 XP 14 XP
   Perception  →  True Awakening •• 2 XP 16 XP
   Bank Job  →  Nothing Left to Lose ••• 3 XP 19 XP
   Bank Job  →  Nothing Left to Lose ••• 3 XP 22 XP
   Waylay  →  Prophetic ••• 3 XP 25 XP
   Resourceful  →  Prophetic ••• 3 XP 28 XP
   Moonstone  →  Blur 1 XP 29 XP
 
Integrating the shadow self 29 XP
   Resourceful  →  Doppelgänger 1 XP 30 XP
   Breaking and Entering  →  Doppelgänger 0 XP 30 XP

(View at arkham-starter.com)


You're a Witch, Wendy !
  • Wendy's magical journey begins like every other one : The meeting of an old mentor who teaches them the ways of magic.

    • Lesson n°1 is simple : Use your head ! raising her to 5 makes her even more resilient to treacheries, and helps with spellcasting.

    • Lesson n°2 : Work smarter (), not harder ! The boost stacks well with the boosts from Fox Mask and Winging It, helping to consistently gather clues for the team.

    • The ability to turn "fail by one" into "succeed by 0", for anyone at Wendy's location, is just pure value. Combined with Wendy's ability to redraw tokens, and you'll never have to fail a test ever again ! And you migh be able to save your teammates most critical tests along the way.

    • Finally, Even with high , Granny's horror soak is also very valuable given Wendy only starts with 5 sanity when factoring Abandoned and Alone.

  • Then of couse comes the discovery of magic itself, with two simple spells to start with :

    • Sumbeam is here to help with the clue gathering effort, raising Wendy's to a respectable 5 (6 with the help of our mentor). Of course, this will benefit all other players at the table as well, which works especially well with other flex Investigators with 3-4 base . As much as this is the primary, intended use, don't forget that Sunbeam can boost any stat, potentially helping your cut trough a boss with increased accuracy, helping clear treacheries from one's threat area or allowing for a clutch evade can be just as valuable in the right conditions.

    • Magic Bolt helps with damaging enemies, for when running isn't an option. Unlike British Bull Dog, it exhausts, meaning its damage over one turn is limited, but it can fire turn after turn without needing to reload. Ignoring aloof, and attacking at adjacent locations allows Wendy to wander away from the rest of the team and still provide support. Wendy is also able to use the bow with either her or depending on the assets or icons available (Guts vs Manual Dexterity, Fox Mask vs Granny Orne ...).


Magical Training !
  • Lesson n°3 : Find your Power ! Embrace it ! : It will help you understand the world around you, discover new ideas, new options to muscle through or go around your problems. And when the going gets rough, your inner strength will give you the endurance to keep going !

  • Lesson n°4 : Let go of everything you are afraid to loose ! : That's pretty easy for Wendy, who is Abandoned and Alone. Rather than find her resources from bank heists, she now knows how to find them from within !

  • Lesson n°5 : Know your enemy ! : Your knowledge of the prophecy helps powering up both Sunbeam and Magic Bolt, makes the latter even more accurate and helps nail the Test ... of Will. This knowledge is also key to control Wendy's Shadow Self.

  • As the confrontation between Wendy and her Shadow Self draws close, Granny Orne teaches her one final spell : Blur ! Which has the same flexible ability as the bow to use either or , and provides extra tempo for doing what she wants to do anyway.


Integrating her Shadow Self
  • Colin Powell : "Success is the result of preparation, hard work, and learning from failure". Now, Wendy doesn't fail, ever, but hey, 2 out of 3 ain't bad ! And thanks to all her prior lessons, it only takes 1 xp for Wendy to integrate her Shadow Self and use it for herself. With the consistent discount of Prophetic, she is able to use it for a variety of different uses, and the added Card draw helps find both pieces very consistently.

    • Need to backtrack to a location later on ? park your Doppelgänger here, and maybe that Acolyte spawn can be your free ticket back there.

    • Want to wander away from your team ? leave your Doppelgänger with them on the location they are at. Should anything happen, you'll be able to quickly rejoin or evade an enemy from afar, helping turning off Retaliate or allowing them to run away. Remember to use your Magic Bolt spell while you're at it !

    • Have an enemy chasing after you ? just leave decoy after decoy in their way, and they will never catch you ! And if they are at a Victory 1 location, just wait for them to leave and get back there to finish the job !

    • An enemy spawns that your team can't / doesn't want to kill ? Save yourself the Engage action and evade it as it spawns instead !

  • No matter what you do, Remember to make sure your Doppelgänger is used, and doesn't stay stuck in one place forever. Card from your teammates like Kicking the Hornet's Nest can help it fire off if needed, as can enemies like the aforementioned Acolyte with rather loose Spawn instruction


Other Cards
  • Fox Mask : Extremely useful. Each offering roughly translates to a successful Evade or Investigate action. It is worth noting that this deck doesn't have a lot of ways to boost Wendy's for evades, with only 1 Moonstone and 1 Blur. Therefore, It relies heavily on the +1 from Granny Orne and Fox Mask to nail high evade Enemies. Take every opportunity you find to reload the mask, and make sure to keep an offering on hand if you know you'll need it.

  • Backstab : A card to contribute a bit more during boss fights beyond standard evasion and 1 or 2 Magic Bolts.

  • A Test of Will : A useful piece of Encounter protection for both Wendy and her team. Wendy is generally no scared of any skill test that comes from the Encounter deck, but that may not be true for everyone else. This card also helps for testless treacheries like Ancient Evils, where no amount of high stats will save you.

  • Winging It : A Wendy staple, which can be discarded for a reroll with her ability, and used later for clue acceleration. other boosts like Fox Mask, Granny Orne or Sunbeam allow this card to work even on high shroud locations.

  • Long Shot : A source of extra damage, which works with Magic Bolt as much as any standard gun or axe. Reaching 3 damage in one hit is generally an important breakpoint, and this card helps you and your team reach it.

  • Guts, Manual Dexterity: Just some staple skill cards to round out the deck, both of which work with Enchanted Bow and Blur, and provide additional card draw.


The Drowned City : The Tasks
  • This deck's task of choice is Prove your Worth. The objective is straighforward : Don't fail (or, more specifically, don't fail too hard) more than 3 times. The safety net of Granny Orne and the one built into Wendy Adams should make this achievable.

  • Wendy's defensive stats ( and ) are all decently high and further boosted by assets like Moonstone, meaning most test forced upon her by the Encounter deck are unlikely to fail.

  • As for more proactive endeavors, the Enchanted Bow is extremely accurate in wendy's hands, and her Investigate actions, backed by Good Weather, Fox Mask, Winging It and Granny Orne, can be similarly successful.

  • The reward is 3 non- token cancels, Helping you and your team to pass crucial tests with little to no fear : Just commit enough to reach the tests difficulty, and you'll cancel whatever comes out to garantee success. And if you pull a lucky 0 token, you don't even have to expend the use.

  • Otherwise, No Place Like Home is a strong choice as well. The goal is achievable, and the reward is very useful.


Conclusion
  • I'm really happy with where this deck landed. You would never guess that this idea started with a Hatchet Silas build, turned into Rita, and slowly morphed into the one you're seeing here.

  • I think Wendy may be the most reliable Investigator to accomplish Prove your Worth, and wanted to show off how its reward could fit a more supportey playstyle.

  • Doppelgänger looks to be an extremely fun card to play and mess with, opening the door for all kinds of strategies and enemy manipulation. Its reusable nature, and the extremely flexible nature of its use (optional , triggers upon entering or leaving, allows you to evade or move) make it a repeatable source of free actions, which is always worth exploring.

3 comments

Apr 01, 2025 Kwaice · 7

Thank you for this guide.

Doppelgänger immediately sparked my interest and i'm looking forward to testing this deck.

Apr 01, 2025 aurchen · 77

@Kwaice Thanks !

Doppelgänger is the card that made the deck fall in place. Once I had the Core build of Granny Orne + Enchanted Bow + Moonstone + Fox Mask, I started looking for means of generating extra actions/moves/clues/damage that worked with the deck.

Doppelganger peaked my curiosity, and Prophetic worked well with it and with many of the cards I was running already.

Apr 02, 2025 blobe · 1

Didn't play it but the guide itself deserves a pretty big thumb up ;) bravo