Card draw simulator
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None. Self-made deck here. |
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None yet |
acotgreave · 836
I'd love comments on this. It's not yet been used. I've not built a deck specifically around a single weapon before, so I'm interested in your thoughts.
The goal is: build a Flamethrower optimized deck for an enemy heavy scenario.
Thus: it is loaded with items to keep it full of ammunition (Contraband, Custom Ammunition, Extra Ammunition and Venturer).
In case you don't get the burner straight away, there's Prepared for the Worst to help find it and 1 Machete to tide you over until you get it.
Once you're loaded up, you are a mean fighting machine. Vicious Blow, Police Badge and Beat Cop can help finish things off. Taunt can bring all the enemies to you.
There's even some clue-gathering potential with Drawn to the Flame, Evidence! and Scene of the Crime.
What do you think? What would you change?
Possible issues I can see
- It's got a lot of expensive cards in it. Zoey's good at getting resources, but fast enough to get this deck up and running?
- Police Badge and Zoey's Cross will be competing for the Accessory Slot
- No spells. What would be best for this deck? And what would you replace to add it in?
4 comments |
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Nov 25, 2018 |
Nov 25, 2018Thanks |
Nov 25, 2018Thanks |
Nov 26, 2018Straight up - 3 weapons and 2 Prepared for the Worst is under the curve in terms of consistency. My guardian decks run minimum 4 weapons and 2 Prepared for the Worst and they still get punished for that sometimes. Definitely add another weapon. If you haven't used up your out-of-faction slots yet, I really like Baseball Bat as a stand-in weapon. It's cheaper and has better stats than Machete. The main downside is two hand slots and of course the fact that it can break anytime. Because you're planning on "upgrading" it anyway, the breaking clause isn't super inconvenient, and you have almost no hand slot pressure in this deck. Police Badge isn't a bad card but it doesn't really synergize with anything else you're doing. There are much better uses for your experience. Even something simple like Stand Together helps fuel your economy while drawing you towards the pieces you need. Similarly you could run upgraded Emergency Cache or Emergency Cache to help your engine. (The one which gives Supply can resupply Venturer which can resupply Flamethrower). I know other people have mentioned it, but there's no need for Contraband here. If you want to replace it with another card which kinda increases your ammo count, put in Sleight of Hand. You don't have many items, but it also combos with Police Badge if you like having fancy 5 action turns. |
So first off, I'm only commenting because you posted on reddit.
I would probably add a second machete. I know Flamethrower is the sweetness, but it's just a little extra consistency. I'd also probably swap in Delve Too Deep for Drawn to the Flame. In my opinion, an investigator who has the option to take bonus xp in a full length campaign should do so. I'd also consider dropping the Scene of the Crime and the Guts, and maybe adding in some Emergency Caches or something. You run a little high on the cost curve, but Zoey's passive will help you out. You could also drop your curve a bit by not taking the police badges and instead upgrading your beat cops.
You've taken basically every ammo card in the game, and I get that's your gimmick, but if you find you have too much ammo, I'd cut the contraband. It's 4 shots for 4 resources and an action. Venturer is 3 for 4, but he also can soak 2 horror when you're done with him.
If you want to focus on theme instead of effectiveness, you could add a trench knife and a bandolier to carry it. That'll let you burninate the foes without drawing AoOs for engaging. It's incredibly inconsistent though so I don't actually recommend it.
The clue gathering cards you've chosen are well suited for guardians, but in general I'd rather leave that to the seeker. I'd axe them all for greater consistency or flexibility.