Card draw simulator
| Derived from | ||||
|---|---|---|---|---|
| Kymani chases the Taino's relics|Deck Guide | 322 | 247 | 34 | 1.0 |
| Inspiration for |
|---|
| None yet |
colourena · 21
Foot Matters!
When the Taíno artifacts disappeared from the Miskatonic Museum, panic followed. Locks were blamed. Guards were questioned. Insurance papers piled up. And then Kymani Jones was called in.
Officially, Kymani was there to assess the museum’s liability. Unofficially, they already knew exactly how the artifacts had vanished — because it had been their own heist all along. Still, Kymani didn’t consider it theft. Theft implies loss. These relics had simply been returned to where they truly belonged. The museum and the insurance company could chase a villain if they wanted. Kymani was already moving on.
Deck Overview (The Plan)
This was my very first time playing Kymani Jones in The Scarlet Keys campaign, and the experience felt uncannily fitting. Nothing ever stayed where enemies expected it to.
The MVP of this deck is Stealth. It is the main reason Kymani excels at enemy management. With the Blur + Stealth combo, Kymani can remove (not defeat!) small and medium enemies without spending a single action.
For victory point enemies, the deck switches tactics. Ornate Bow, supported by Cleaning Kit, handles tougher targets, while our beloved assassin Delilah O'Rourke finishes enemies once they’ve been reduced to 1–2 health.
Card draw is another major strength of the deck. The combination of Easy Mark, Lucky Cigarette Case, and Pickpocketing keeps the engine running smoothly and makes the deck feel fast and consistent in play.
There’s no denying that this deck is extremely XP-hungry. However, the early pressure can be reduced by cutting Another Day, Another Dollar or by using a level-0 Lucky Cigarette Case.
Finally, I included one card to pick up a single clue when needed (with the potential for more). Intel Report is a great alternative here — I personally used it as my level-0 option.
Halfway through the campaign, Kymani quietly changed their approach. An earlier Illicit-focused plan proved too slow and too expensive, so it was abandoned in favor of a lean, card-draw–driven concept. Once that switch happened, the deck truly came alive — faster, sharper, and always one step ahead.
In the end, the museum never recovered the artifacts. The insurance company never caught their thief. But far from Arkham, the relics finally rested where they belonged.
So now I’m curious — what do you think about this deck? Would you lean further into stealth and evasion, or bring some Illicit tools back into the mix? I’d love to hear your thoughts and tweaks. After all, every good heist gets better when you compare notes afterward.