Card draw simulator
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None. Self-made deck here. |
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Neuromoss · 13
When creating decks, I'm guided by the character's theme and mechanical personality, and I try to avoid putting cards that are more appropriate for other characters (unless they're universal cards). I mostly play with 2 or 3 players. We usually use standard difficulty, or standard difficulty with the hard side of the scenario. Experience in a campaign varies, of course, but with the exception of two or three cases we can fairly consistently gain 30-35 experience. That's why when I plan a deck, I focus on these values.
"Ashcan" Pete is a hybrid character who can both investigate and fight. At the same time, he has the necessary minimum resistance to encounter cards. But still, between combat and investigate, the second wins somewhat due to a better action economy due to Duke. Therefore, when composing a deck, it is better to give preference to enhancing investigate.
Duke is very effective and, as a rule, can perform his actions twice a turn. Usually, the third action is something to spend (movement, evade, or something else). I don’t see the point in playing assets that are designed to do the same thing as Duke while he is tapped. Therefore, no axes. It is better to focus on protecting the Duke (quickly put at least one asset on the field to cover the Duke, add cards to the deck to cancel contact cards)
Thematically, the “no resources” archetype with Dark Horse suits the homeless wanderer like no one else. Mechanically, this is supported by the universal 4/4/4/3 stat line (taking Duke into account). We will build on this. Of the cards that spend resources to zero at any time, Scrapper is suitable. This card will allow us to improve Duke's attacks and partially closes the relatively problematic niche with agility. The most effective ally supporting this strategy is Madame Labranche.
We will discard a significant part of the cards to feed Duke. A very useful card supporting this engine will be Scavenging (plus it is very thematic). Therefore, the deck should have a sufficient number of things. The strongest card supporting this cycle is Ice Pick (works with Duke, speeds up the tempo at the difficult moments, cheap). Improvised Shield is another feed for Duke, which will absorb damage in a critical situation. About other cards that can be returned with the help of Scavenging a little later.
What other cards support feeding the dog? Persistence works on its own. Resourceful allows you to more confidently pass any of the checks and return the discarded food. Last Chance will work perfectly in conditions of constant discarding of cards.
Now we need to think about what cards we can take from other classes. Inspiring Presence is one of the most synergistic cards for Duke. Deduction will be the second most suitable card. It does not have direct synergy with our tactics. But it performs the function of maintaining tempo, which is difficult to find in other cards of our class. Of course, there are other good cards. Magnifying Glass is one of the possible options. But in these conditions, one copy in the deck will not be very reliable, plus it takes up a hand slot. You can look at other interesting options. Fieldwork, due to its cost, weakly supports the archetype (However, it may be more necessary in hard mode). Vicious Blow is also probably not. Firstly, because combat is not our primary task. Secondly, we have an ice pick that can be returned. Thirdly, if necessary, there is an alternative in the our class - Long Shot. Of what remains, the most interesting and thematic seems to be Liquid Courage. This card partially covers possible needs for healing horror, is cheap, does not take up a slot, works with Scavenging. However, in some campaigns, something like Ward of Protection might be preferable. But I try to avoid using this card, at least in Standard mode.
Now we need to add more things to Scavenging. There are actually a lot of good cards that work for our archetype, like Moonstone. But in my experience, cards worth more than 2 resources are simply too expensive to play in this deck. Even a card worth 2 resources is quite burdensome, it's better to spend this extra resource on a more confident check with Scrapper. Therefore, the list of possible useful things is sharply narrowed. Newspaper works great with a small number of players, gives tempo, is cheap, is an item and has another advantage, which I'll talk about a little later. Matchbox is a very good card, having all the necessary characteristics to support the deck's strategy (and very thematic). I also like the card Talisman of Protection. Most of the time, it will just be dog food. But in a critical situation, it can save the day. This is primarily a safety card when everything goes wrong (More often I use it to protect other investigators).
It remains to put a few cards to just smooth out some of the edges. Rise to the Occasion is a universal strong skill, it will help you pass the check without Duke. A Test of Will is obviously a strong card (we keep it to protect the duke or for very heavy contact cards). It also has some synergy with our innate, fairly high willpower.
Well, and because of the specifics of building a deck, it remains to choose one card. Ideally, it should be some card that can significantly affect the game, but which is expensive to put in several copies. The best cards are those that can be exile. I like to Burn After Reading. Seriously saves the tempo, good even if it comes at the end of the game. And here, one of the best targets for exile will be a Newspaper, or A Test of Will. In extreme cases, we can Rise to the Occasion or a Ice Pick.
I will also note other cards that may be useful. If everything is going very well and you have a lot of experience, then the survivor does not have many cool options, but a good choice would be Grizzled, or cards with exile, such as Stroke of Luck, Lifeline, Fortune or Fate, Devil's Luck, or just a card boost Last Chance, Scavenging. A very good card is the Guiding Spirit, but Madame Labranche is a priority, since she is the core of the deck. However, with Charisma, you can also take the guiding spirit. Another card that you will most likely put in the deck temporarily at earlier stages is the Pelt Shipment. It does not cause you any harm and can even be used as dog food in extreme cases, while allowing you to quickly put the main cards in the deck. The most priority cards for experience are the Dark Horse, Scrapper and Ice Pick (at least its weaker version to start with). Therefore, taking into account the Pelt Shipment, you will already have the main core of the deck from the second scenario. Instead of expensive cards at the beginning, you can put time-tested basic cards Unexpected Courage, Perception, "Look what I found!" and so on.
Thus, a hybrid deck was created that can moderately raise clues and maintain average combat potential. It has the ability to simultaneously pick up 2 or even 3-4 clues several times per game. The deck kills weak and average enemies relatively consistently. At the same time, it resists the encounter deck quite well and can control different types of damage above average, including partially the damage of other investigators. Another feature of Pete is a quick start in a scenario without searching for the necessary assets, and a fairly inexpensive assembly of the deck core in the early stages of the campaign. The deck is suitable for solo play. In a duet, it will feel better with a hybrid investigator with a slightly greater focus on controlling enemies. When playing with three or four players, it will support any combination of investigators well, but works best with investigators who need time at the beginning. May feel a little less shiny due to the weaker Newspaper and lower specialization in general against the background of an increasing number of clues, monsters, encounter cards and complexity of the scenario. But usually, if other investigators haven't fallen too far in the game, then the standard difficulty level can be completed fairly confidently in most scenarious.
In the starting hand we want to see Madame Labranche and Scavenging first, as well as a Newspaper and/or a Ice Pick. The rest of the cards are completely optional and we can safely mulligan them.
As for the characteristics. Taking into account the Dark Horse, 5 will usually be enough to pass simple contacts at a standard level. For more complex checks or during dangerous contacts, we can safely throw in Talisman of Protection, Liquid Courage, Inspiring Presence or Persistence to strengthen the check.
Now the investigation. The Duke's basic check will be 5. The Newspaper will give 7 for the first check, which will confidently pass the 4 shroud. Then an Ice Pick and a Matchbox will provide an acceptable 6. And Deduction will help to survive the slowdown until we reboot the Newspaper. The most important checks can again be strengthened with icons from the cards, since is the most common icon on our cards.
With Scrapper 6-7 will usually be enough. With Ice Pick we can even remove an enemy with 3 health in one action. Problems may arise if there are several enemies or if the enemy is in a higher weight category with high fight or a large amount of health.But a fighter should not be our main role.
is probably the most vulnerable stat and periodically we will not have enough resources to Scrapper when going through encounters or evade monsters. But we have a Improvised Shield, Talisman of Protection and Liquid Courage, so we can usually just soak up some of the damage.
That looks ok. I played a similar deck but used #Mariner's Compass, it was good. A Glimmer of Hope is also good food for duke