☻ 2 Packs Deck Guide : Daisy with a Colt

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Derived from
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5argon · 9530

Don't mess with the librarian. This refreshing Parallel Back-only Daisy deck fights with stacked but temporary boosts to burst hit the 2 damages shots from .32 Colt when she really needs it. I tried this deck in Standard run and she hit more shots than I expected from a frail girl like her.

has a card like the classic Mind over Matter that ups your accuracy to usable level. This go well with the .32 Colt which has no accuracy bonus but has high damage and longer uses than Shrivelling.

In Carcosa expansion, Seeker gets a new fight support card that lasts across actions Anatomical Diagrams. Together with Fieldwork to walk-in and gun, Encyclopedia when you don't have the engagement, and Eidetic Memory to play as either Anatomical Diagrams or Mind over Matter, you have enough redundancy of cards to fight with when you need to.

We top that up with evade version of Archaic Glyphs (3) sitting on the Arcane slot to allow Daisy to stay safe to the next round and continue fighting.

► About "2 Packs Deck Guide"
 A series of decks made with the new distribution model in mind, requiring a Revised Core Set box + just 1 more Investigator Expansion box. ☻ character on the deck's name means the additional box it uses is The Path to Carcosa Investigator Expansion.
 It maximizes the chance of newcomers being able to build and learn to play the game, enjoying the story on Standard difficulty ASAP. They can then get into deck-building later if they wished to do so. See other decks in the "2 Packs Deck Guide" series here.

Upgrade guide

 Cost  Total
   Magnifying Glass  →  Encyclopedia •• 2 XP 2 XP
   Magnifying Glass  →  Encyclopedia •• 2 XP 4 XP
   Guts  →  Disc of Itzamna •• 2 XP 6 XP
   Guts  →  Disc of Itzamna •• 2 XP 8 XP
   Emergency Cache  →  Bulletproof Vest ••• 3 XP 11 XP
 ❂  Anatomical Diagrams  →  Shortcut •• 2 XP 13 XP
 ❂  Fieldwork  →  Scientific Theory 1 XP 14 XP
 ✰  Archaic Glyphs    Archaic Glyphs ••• 3 XP 17 XP
 ✰  Archaic Glyphs    Archaic Glyphs ••• 3 XP 20 XP
   Emergency Cache  →  Bulletproof Vest ••• 3 XP 23 XP
   Eureka!  →  Eidetic Memory ••• 3 XP 26 XP
   Eureka!  →  Eidetic Memory ••• 3 XP 29 XP

(View at arkham-starter.com)

❂ : One copy left in the deck.

✰ : Can upgrade earlier as soon as the quest is done. If at this point you can't get the research done, you may give up by removing them instead of Eureka! in the Eidetic Memory upgrades, keeping 2x Eureka! til the end.

Splashes

2x .32 Colt

Daisy with a Colt.


2x "Let me handle this!"

Get enemy to you from any location and punch it in the face with Disc of Itzamna.


1x Ward of Protection

Always love the warm, fuzzy feeling of having this nope card on hand. Before Bulletproof Vest arrives, you will want to keep this to cancel the 2 damages / damage fail-by tests.

You can switch this with Vicious Blow, it should be pretty good as a clutch 2 damage punch while the .32 Colt is not found, or to instakill 3 HP enemy with .32 Colt.

How to hit the shot

.32 Colt is a weapon with large amount of ammo and +1 damage but with no boost. We need to look at some temporary enablers that allows Daisy to hit the target. It sounds difficult, but it is similar to how you need to find Holy Rosary to get Shrivelling to hit in classic Daisy.

The Necronomicon

When it comes, you may have to decide whether .32 Colt or Encyclopedia to fly away from your hand. Many times Encyclopedia is better gone if you have the enabler Mind over Matter / Anatomical Diagrams / Eidetic Memory on hand. Resistance to enemy spawn is valuable to continue working and .32 Colt is equivalent to cancelling enemy draw. (And an enemy will lock down your free on Encyclopedia too.) If you have Disc of Itzamna equipped then .32 Colt discard should be OK to keep Encyclopedia.

It is quite troubling to justify fixing The Necronomicon in this deck when we have Anatomical Diagrams (just 4 horror counters will disable it). With .32 Colt equipped, you better keep track of the amount of Anatomical Diagrams left in the deck before letting your horror over the threshold.

Other plays

  • 2x "Let me handle this!" are there to combo with Disc of Itzamna if someone got an enemy draw, you can remotely pull the enemy to the disc and kill it. (It says "encounter card" which includes enemies, not just "treachery card") +2 can be helpful to help with test as well.
  • If you have Archaic Glyphs (3) down you can also use "Let me handle this!" to get the enemy engagement, so you can perform auto-evade for the fighter. (This card has a FAQ clarify that "engaged" meant "engaged with you".)
  • Fieldwork boost expired in a phase. The phase is usually Investigation Phase. But with Shortcut (2) installed on a location (or scenario effect), you can Move in weird timing. Try look around if you need +2 in any other phase or not. (If you move in the test of Mythos Phase, that test had already begun, and so +2 will not apply and will wait for the "next" one, which is rare that you get 2 tests in Mythos Phase.)
  • Eidetic Memory can play that 1x copy of Logical Reasoning to help your poor 5-6 sanity investigators in the late campaign. It can also play Insight of any investigators. For this card pool, you may try teaming up with to play their Sure Gamble to hit your shots. (The card does not looks like it is an Insight but it is.) Also maybe cool with 's Evidence!.
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