Investigators are complex beasts, and lots can be written about the various nuances of their cards: Playstyle, Key Combos, Deckbuilding, Archetypes, and of course just how fun they are. I don't want to cover all of that, but instead just to talk about one question for Joe, but probably one of the first questions you will ask about him: "What do I put in the Hunch deck?"
Before we answer that, lets make some observations about the Hunch deck:
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First off, note that you "play" from the Hunch deck, which means you cannot commit cards to skill tests from it (Norman's ability is the same). As you are not committing, cards that are good for their flexible commit icons lose that power in the hunch deck. Conversely if a card has a weak set of commit icons, you don't care.
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Note also that you can only play Hunches during the Investigation phase. This means that defensive insights such as Forewarned are not useful.
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Every time you play from the deck, it is the equivalent of a draw and 1-2 resources, that's up to 3 actions, and is therefore extreme value (most Investigators get the equivalent of a bonus "1 action" from their ability, Joe's ability therefore compares very well to others, providing it gets used frequently). You will want to be playing from the deck as much as you can. An average game is about 15 turns, which should be enough time to empty the deck.
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You will see the Unsolved Case every game, and need to plan around it. Note that you can play this even if you have no clues in play (which is great!), so the main thing here is keeping two resources back, or at least a way to get two resources in a pinch if you need to. Joe is actually a very resource-hungry investigator, so if you don't have a regular source of income from Dr. Milan Christopher, you'll need to consider economy during deckbuilding.
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As you want to play Hunches wherever you can, you favor Insights that are flexible over ones that are situational. Situational insights can still go in your regular deck if you like them.
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You favor cost 2 Insights over anything else, as you get maximum value without any investment. Cost 1 and 3 insights are also good. Cost 0 insights provide lower value, and cost 4 insights demand investment and therefore lower flexibility.
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For the same reason, you prefer Fast insights over standard action ones as they increase flexibility. Fast insights that cost 2 or less are essentially completely free.
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When you empty your regular deck, spent Insights will get reshuffled back there rather than back into the Insight deck. This isn't a huge problem, and doesn't really affect deckbuilding, but its worth noting. It possibly does mean that very late game draws might be "polluted" with Hunch draws, but they should still be playable or used for commits. It probably does mean that Joe has a mild dislike to things that burn his deck, and possibly weakens cantrips for him, but only by a mild amount.
Given all the above then, here is my rankings for Hunches.
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high (0 XP) - Delay the Inevitable, Emergency Aid, Scene of the Crime, No Stone Unturned, Preposterous Sketches, Working a Hunch
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mid (0 XP): Evidence!, Interrogate, Anatomical Diagrams, Connect the Dots, "I've got a plan!", Logical Reasoning, Seeking Answers, Shortcut
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low (0 XP): Barricade, Guidance, Mind over Matter, Persuasion, Truth from Fiction, Unearth the Ancients, Vantage Point
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high (1+ XP): No Stone Unturned (5), Shortcut (2)
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mid (1+ XP): Cryptic Research (4), Deciphered Reality (5)
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low (1+ XP): Barricade (3), Expose Weakness (1), Expose Weakness (3), Forewarned (1), Preposterous Sketches (2)
Some notes on the above:
Scene of the Crime won't always get you the two clues, but you should be willing to play it for one clue whenever it arrives. It still provides good value at that cost. Emergency Aid, normally a middling card, becomes very strong when it is free, as well as providing options around healing Beat Cop or other allies. Likewise, Delay the Inevitable, No Stone Unturned, Preposterous Sketches while not amazing cards, hit all of the sweet spots for Joe (2 cost, usually always playable, etc), that the provide immense value in the Hunch deck.
Logical Reasoning is a fantastic card, but normally has three abilites (heal, counterspell, commit) and only one of those (heal) is reliable from the Hunch deck, so I prefer this in Joe's regular deck and in his hand. Anatomical Diagrams is a great card, generally underrated, but Joe's low Sanity makes it a tricky play. "I've got a plan!" is interesting, and can sometimes be amazing, but won't always be playable - again it might be better in the main deck. Shortcut is good, but you're missing out on some value as its 0 cost (Shortcut (2) is better here). Connect the Dots is strong, but you need to be confident you will be able to play it, as it requires both the investment and the right situation.
Joe is a powerful Investigator and his Hunch deck is an opportunity for immense value. However it's not a sideboard.
Flexibility and mid-cost Hunches that you want to play every turn are the best way of building the Hunch deck, rather than a traditional sideboard stuffed with magic bullets that will go unplayed.