Card draw simulator
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None. Self-made deck here. |
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5argon · 9549
This Akachi deck uses all stats, not just her 5 , to do things. It is suitable for beginners who wanted to perform variety of actions.
- 3 is utilized by not removing 2x Knife ever and add in 2x Spirit Athame for one more accurate hit. (No other weapon for Akachi with Core + Carcosa!) Show them your shamanic knife plays.
- Her 2 will get some love from St. Hubert's Key, Flashlight, and Arcane Studies. So she is not entirely reliant to finding Rite of Seeking (2).
- Finally, her 3 get used with Suggestion, adding to her high . 2x Manual Dexterity are also all retained, adding survivability and virtually reducing deck size from its draw effect.
Since the upgrades are really dry and being careful not to replace any of the cards mentioned (yes, even Arcane Studies, Flashlight, and Knife), it opens up for 2x Seal of the Elder Sign (10 XP worth) to enter the campaign early. Akachi can pair with many interesting teammates to call out their at will. (Analysis below.)
► 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.
Cost | Total | ||||
---|---|---|---|---|---|
19 XP Deck | 0 XP | ||||
Drawn to the Flame | → | Rite of Seeking •• | 2 XP | 2 XP | |
Drawn to the Flame | → | Rite of Seeking •• | 2 XP | 4 XP | |
Perception | → | Spirit Athame • | 1 XP | 5 XP | |
Perception | → | Spirit Athame • | 1 XP | 6 XP | |
Alchemical Transmutation | → | Suggestion •••• | 4 XP | 10 XP | |
Overpower | → | Seal of the Elder Sign ••••• | 5 XP | 15 XP | |
Alchemical Transmutation | → | Suggestion •••• | 4 XP | 19 XP | |
29 XP Deck | 19 XP | ||||
Overpower | → | Seal of the Elder Sign ••••• | 5 XP | 24 XP | |
Ward of Protection | → | Ward of Protection •• | 2 XP | 26 XP | |
Ward of Protection | → | Ward of Protection •• | 2 XP | 28 XP | |
Extra | 28 XP | ||||
☆ | Emergency Cache | → | Time Warp •• | 2 XP | 30 XP |
☆ | Emergency Cache | → | Time Warp •• | 2 XP | 32 XP |
☆ : Removing Emergency Cache will affect St. Hubert's Key heavy play cost and it can't be discounted with Uncage the Soul. I am originally against these extra upgrades, but since Time Warp looks like a fun toy card towards the end of campaign where things go crazy, I think they worth the risk of worse economy.
- Knife : You can kill 3 HP enemy in a pinch by performing a normal Fight (+ Overpower?) followed by 2 damage knife throw Fight. Shrivelling is often annoying to kill 3 HP enemy too, so having a melee finisher helps.
- Spirit Athame • : A better melee finisher to kill 3 HP enemy after one Shrivelling hit. Also it can boost Shrivelling's accuracy by +2, but only if you are not planning to perform the finisher stab, exhaust is the cost of both options.
- Manual Dexterity : Extend your fight turn vs. 2-3 enemy, or keep your 6 Health safe against 3 treachery.
- Uncage the Soul : This card is sad until 2x Rite of Seeking (2) and 2x Suggestion joins the deck. Then you will almost always have things to put down at discount, especially with Arcane Initiate down. Note that Spirit-Speaker is a Ritual.
- Arcane Initiate : Aside from many Spell Asset, this card can find Seal of the Elder Sign! Buying 2x Seal of the Elder Sign will have much more value with a great tutor like this.
- Alchemical Transmutation : Emergency food for Angered Spirits. For a card to be removed soon, I think Scrying is a better card with useful effect in 3+ players. But I guess many may want to try new Carcosa cards.
Seal of the Elder Sign : The Analysis
First, the ability to get usually mean you declare a win against this test. It is better than not drawing the token since it comes with positive value or effect.
The "side-effect" of is often missed. For example looking at your own , it adds 1 charge to an asset. Sometimes you get while stabbing with a Knife with no other Spell down, misses getting the charge. I call this kind of effect needed to be "doubly lucky" to get value of.
Seal of the Elder Sign's advantage is that you can plan to get the side-effect at the moment you want. Some investigators has very powerful side-effect if it could be planned in advance. Here are my suggested combination for Core + Carcosa card pool :
- William Yorick : Revive any card. Pop the when there is a valuable card in the discard pile.
- Minh Thi Phan : Return a skill card to the hand only if she commits it in the exact test that she got . You can commit Deduction / Eureka!, etc. on the test with Seal of the Elder Sign and surely get it back. (Do not choose Seal of the Elder Sign to return to hand since it is removed from game after test.)
- Sefina Rousseau : +3 is high, and you can draw a utility Event like Ward of Protection up to hand to get ready for things.
- Daisy Walker : Can get her a lot of draws. You can wait until she put down some books first.
- "Skids" O'Toole : 2 resources may equal to an action for him.
- Wendy Adams : Auto success with Wendy's Amulet. She can use this to test some scenario quest which is often at high number but requiring a single success. Auto success also reduces the difficulty to 0, so it may open up combo with "zero difficulty" cards in The Scarlet Keys if you have it.