Card draw simulator
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None. Self-made deck here. |
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None yet |
Finlal · 8
This is a deck I played through the FHV with and it was one of the most fun campaigns so far, partly because parallel Pete is utterly broken, partly because you get 3-5 extra exp every scenario.
The first scenario is gonna be the hardest one, but still possible due to Guitar, Makeshift Trap, Duke being in your deck and usual survivor shenanigans, and even then you can get the full 5 extra exp if you're lucky.
So, the extra exp comes from Refine, which you use on your Trap, "Let God sort them out...", which combos really well with Dynamite and Trap's Net upgrade and Pelt Shipment is that lucky part, since if you can get the second copy 1-2 turns before the end of the scenario and pretty safely keep them in your hand. One thing to note is that Pete's ability triggers AFTER the upkeep phase, so the returned card doesn't count toward hand size limit.
Dynamite is a great weapon for the trapper Pete, since the enemies are always where you want them to be, and Scrounge for Supplies can recur the Dynamite Blast for another throw.
After the first scenario and upgrading the Trap (Net -> Remote Configuration -> Improved Timer -> Poisonous) you can do anything you want with the ridiculous amount of exp you get.
Some really good cards are Hunting Jacket for money and hiding the Pelts until it's time to leave, On Your Own, since Duke doesn't take an Ally slot and you can save a lot on your events, since you're gonna have something to play almost every turn. Upgrading Lucky! for your teammates or "Look what I found!" for more reliable clue-gathering also couldn't hurt.