Zoey ain't got time for that

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
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Network57 · 8

This deck is most likely unviable solo - she needs to be paired with a Seeker or someone who can reliably investigate. However, this deck is built to not have to deal with the encounter deck at all. It's designed to prevent you from ever dealing with nasty treacheries you can't handle, and to let you kill enemies quickly, often with testless damage (see XP upgrades below).

Piloting

Since Zoey won't be finding clues at all, stick close to your Seeker. You want to be in their location to pull enemies off them and keep them clear for investigation. During your turn, you'll just want to kill things, move to where you need, or failing that, I often find I use an action to draw a card from time to time.

During the Mythos phase, if you draw a treachery, you have Ward of Protection to cancel it, or "You handle this one!" to make someone else deal with it. If you really don't want a treachery, use On the Hunt to ensure you get something you can chop up.

If you partner drew an enemy and doesn't want it, you can either take it with "Let me handle this!" or wait for it to attack and swoop in with Heroic Rescue. Or if you're too swamped yourself, just Dodge the attack.

Take the Initiative is a substitute for Unexpected Courage. More often than not, you'll get 2 or 3 icons out of it.

Upgrade paths

You can spend early XP on Ambush and Mano a Mano to combo with Zoey's Cross to deal 4 test-less damage for the cost of 2 actions.

Another fantastic XP upgrade is Stick to the Plan and a single copy of Ever Vigilant - being a Tactic, you can start with the event in your opening hand. Not only does it thin your deck, but it allows you to drop 2 Weapons and your Cross for just your starting resources, all in one action.

Eventually, you can replace Dodge with "I've Had Worse!". While Zoey doesn't strictly need the money, there's very few enemies that hit for combined damage higher than 5, so you're essentially dodging the attack anyways, so you might as well get something out of it. Or upgrade your Guard Dogs into level-2 Beat Cops and attach Trusted to it to get even further use out of it.

Session report

So far in The Forgotten Age through Threads of Fate, this deck has earned 16 XP with only 1 mental trauma from Interlude I. Threads of Fate was phenomenally successful, clearing all 3 Acts with plenty of breathing room. Being paired with Ursula helps, but this deck's ability to save her bacon when she drew the wrong enemy, and to kill the Doom-spawning Cultists was just as critical to success.

Companion deck: https://arkhamdb.com/decklist/view/6795/ursula-moves-1.0

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