Card draw simulator
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None. Self-made deck here. |
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None yet |
mowglie · 43
Drawing cards wins games. So here's a full-support 9xp (plus In the Thick of It) standalone-mode Daisy deck to turbo-charge your four-player party.
Your ideal turn looks something like:
Old Book of Lore; Abigail; Old Book of Lore; Interwoven Ink (choosing Abigail).
Use Abigail's to swap Old Book of Lore for your other copy of Old Book of Lore.
Old Book of Lore; Abigail; Old Book of Lore.
Do whatever. Your work here is already done. Go clear someone's weakness for them or something.
Taking a 0xp version into campaign mode is a little bit awkward. You want to make good use of The Raven Quill's XP discount, but also both of Interwoven Ink and your first copy of Old Book of Lore (3) are huge priorities. I'd recommend starting with a single copy of Old Book of Lore (3), and buying Interwoven Ink as soon as possible after Abigail, even though that means making inefficient use of the bonus XP. Finally, buy Peer Review to match the standalone version.
Your next upgrades are your second Old Book of Lore (3) (with Raven Quill), and two copies each of Parallel Fates (2) and Foresight (1) - another extremely strong support combo. If you're feeling brave and you want two weaknesses in standalone, you can round out to 19+3xp with your choice of the extra Hypotheses, or the slightly-less-thematic Segment of Onyx.
After that, you want to pick up Alternative Hypothesis and whichever of the other triggers feel useful to you. In a perfect world, you'd encourage a friendly in your party to "You owe me one!" your second copy. Everything after that is late-campaign luxury. Check out the side-deck for ideas. Don't spend extra XP on The Raven Quill, instead - once you've upgraded your second Old Book of Lore - use the bonus XP to buy Supernatural Record, Living Quill, and Spectral Binding in no particular order.
Ideally you don't really want to be doing much yourself. The whole reason I built the deck is so I can bring my favourite investigator to a real-world pickup game without making the other players at the table feel obsolete. You do have a plethora of icons, and base 5 skill, so even with zero investment you can be an adequate taker of Investigate actions in a pinch - especially on standard or easy difficulty - but that isn't your job. Your job is to make everyone read your Old Book of Lore over and over again letting the whole table build their engines and keep them full of gas.
One thing you are good at, though, is dealing with scenario objectives. You're well-suited to taking a Shortcut somewhere to pay an action tax, or take a bunch of difficult (or, to a lesser extent, ) tests, leaving your team free to focus on using their supercharged engines.
There's a bit of subtlety to how much of your support effort you spend supporting yourself, vs how much of it you spend on the rest of the table. Under "normal" circumstances, you can just use your Old Book of Lore on everyone - once each - and that'll mostly work out. However, you do want to focus your efforts on the investigators who can use the extra cards (and/or the extra plays) best. Note that this includes you - it's quite important to use enough activations of Old Book of Lore on yourself to fish out your Astounding Revelations and keep it charged up with secrets.
There's a lot of room to modify the deck to taste. Practice Makes Perfect isn't core to the build, nor are any of the eight skills. Even Shortcut and Crack the Case can be cut if your preferences run that way. Ward of Protection, Guidance, Premonition, Talisman of Protection, Preposterous Sketches and/or Deep Knowledge, Tempt Fate, Logical Reasoning, Open Gate, Truth from Fiction, and No Stone Unturned are all worth considering in those slots, depending on your party and what kind of mood you're in. If you're feeling greedy in campaign mode, then you might also consider Delve Too Deep and/or a single copy of Refine.
If you must pivot into being personally-useful late-campaign, then splashing some impactful lategame seeker tech is an option (Occult Lexicon, The Necronomicon, Knowledge is Power), but be warned, you're playing with fire. It doesn't take very much potency at all to push this deck over the edge into "win single-handed in one turn" territory.