Card draw simulator
Derived from |
---|
None. Self-made deck here. |
Inspiration for |
---|
None yet |
Namolas · 20
Main upgrades (in rotation, total 40xp):
Anatomical Diagrams Ancient Stone (1exp)
Studious (3exp)
Studious (3exp)
Magnifying Glass Death • XIII (1exp)
Ancient Stone Ancient Stone (3exp) (Identified with 10+)
Preposterous Sketches Cryptic Research (4exp)
No Stone Unturned Cryptic Research (4exp)
Charisma (3exp)
Emergency Cache Emergency Cache (3exp)
Higher Education (3exp)
Unearth the Ancients Eidetic Memory (3exp)
No Stone Unturned Glimpse the Unthinkable (5exp)
Extra upgrades (in any order, during the main deck when needed):
Astounding Revelation,Guts,Tooth of Eztli Segment of Onyx x3 (3exp)
Strange Solution Strange Solution (4exp)
Guts Logical Reasoning (4exp)
Inquiring Mind,Inquiring Mind, Mind over Matter Three Aces x3 (3exp)
Guide:
The direction of the deck is to start an active game from the first move + quickly draw out the crucial cards (with this we will be helped by the Studious and deck size 30). We will not slowly build up power! We have a lot of test and draw cards, we can immediately start investigate or power up an ally until he becomes overpower! This is drive, this is fire in blood, this is rush supporting! (And we can also kill everyone)
Mulligan: We see Tarot or Upgrade Stone - keep the hand. Secondly, we are interested in Dr. Milan Christopher/Mr. "Rook"/Fingerprint Kit + something to draw (Cryptic Research/Eureka!/No Stone Unturned). Third Double or Nothing + Perception+ Eureka!. Otherwise, change your hand.
Advices: 1) Investigate with Double or Nothing + Fingerprint Kit / Deduction / Deduction II + Perception and/or Eureka! (+more skill tests if shroud 3+). Not only will you clear the entire location in 1 action, but you will also be able to take a lot of cards and dig in the deck in search of crucial cards.
2) The stone must be identified for 10+ secrets. Use a stone in a location with a shroud 2-3 and Double or Nothing to increase the difficulty of the investigate to 10-12. Use skill tests, throw out your all hand, ask your ally for help (Perception / Unexpected Courage), but pass this test (actually Mandy has a lot of it won't be that hard). Got a stone with 10 secrets? Now we are not afraid of enemies!
An enemy with 2 hp appeared? Mr. Rook's (3 cards to minimize risk) + our will allow us to draw two cards. Bang - he's dead! 3hp? Cryptic Research- he's dead! More hp? Well, you can finish off using Mind over Matter. Using the Full-draw you can even deal 8 (10 with an Assistant) damage to an elite enemy. Who said that a -support can't fight?
3) By the way, about Mind over Matter. The upgrade is not needed. We will have a lot of (7+) and hence /. Using it, you can use for 9 cards in the same turn, or No Stone Unturned, increasing the number by 3 (our ), to bite Shocking Discovery out of the deck. And no encounter card is scary. This card really enrage, discard it as soon as possible.
4) Extra upgrades. Take Strange Solution and Logical Reasoning when your investigator (or ally) have suffered enough physical or mental trauma. Onyx- roughly after Charisma / Emergency Cache. Aces are the last thing. If you do not need a solution yet, do not spend 4 experience to upgrade it! You don't have to play it. Thanks to the "" skill test, you can simply hold it in your hand and, at the right time, add it to some test. (Although if you 100% do not plan to do "upgrade" it is better to take Unexpected Courage in deck instead)
5) Pendant of the Queen. Great card! We will mainly use her "move to revealed location" ability. Of course, to save an ally! Heal Damage/horror, give him cards, kill the enemy with a Ancient Stone or help with a skill test.
6) Three Aces. Take them last, they're not our must-have cards, just a nice (and fun) addition. Sometimes use all aces + Double or Nothing (on your own test or an ally's) can win the game (this is even better than Father's Mateo ).
7) Our deck might end quickly. Why not 40/50 decksize? Because then our strategy of "pulling crucial cards quickly" will go to the bottom. Yes, the deck will dry out quickly. But, firstly, draw cards can still be played on another player, and secondly, Pendant of the Queen can make the deck theoretically infinite (to finish off the secrets on the Ancient Stone), thirdly, if we are left with an empty hand and a deck, our assets will give us so much that we can just walk and investigate with an empty hand. ...and, of course, while the deck is empty, we will have time to create SO MUCH profit, so we can safely entrust our allies to complete the game, saying:
P.S. What I don't recommend adding to this deck (if you want to experiment):
1) Hawk-Eye Folding Camera Veeery slowly asset. We are rush support! :)
2) Lucid Dreaming Many people use in Mandy's decks to collect 3 myriad card from 1 at once (of course, when Shocking Discovery is already discarded). We don't need it. We will quickly dig up the entire deck and find everything we need.
3) Dream-Enhancing Serum A big max hand is what we need. But we will not have many identical cards in our hand (except for aces, which we will only take at the very end). Want an even bigger hand? Not a problem - you can use the 2nd Laboratory Assistant and take extra-Charisma (immediately after Death • XIII). (And in this case, take Curiosity instead of Inquiring Mind).
4) No Stone Unturned V It's useless for us while Shocking Discovery is still in the deck. Play an ally... yes, maybe... But it costs a lot of experience, so you can only take after / instead of aces. If are only two investigators in your team, I would recommend The Council's Coffer instead (after aces). At the beginning of the game, dig the deck until you pull out all aces, coffer, double and open coffer in 1 attempt. You must stand in the same location with your teammate and use on him (your deck has already been dug out).