Card draw simulator
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None. Self-made deck here. |
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deathsomething · 8
This is a cleaned-up version of a playtested cooperative deck, with the core concept being to seal as many tokens for as long as possible. If everything were to go right, you'd have three tokens sealed when you pop down Seal of the Seventh Sign with 8 charges, plus two more guaranteed from Seal of the Elder Sign, plus four more effectively with Time Warp and Eldritch Inspiration followed by another 8 from your second copy, for a total of 22 symbol draws before comes back. More since with four whole tokens out of the bag you should be drawing for basically every test. In reality things won't go quite so nicely, but oddly not so much worse either, in my experience.
Originally I had Recharges in here too, but in practice I was usually to scared or too busy to use them.
The double or nothing is intended for burst resources from Alchemical Transmutation, but can get you out of other jams if need be. Deny Existence is for burst healing primarily but you may get other very profitable uses depending on the scenario.
The Arcane Initiates fantastic at thinning the deck and filling your hand. Lots of spells here.
Ideally you want to get the utility spells in early and cover your teammates while they get their engines online, then pivot to sealing things halfway through the game and get rid of all the nastier penalties and auto fails so the specialists can sail smoothly to the end of the scenario. I was surprised and delighted how often it actually worked out that way.