No Grave is Safe: Recur Everything Yorick

Card draw simulator

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Derived from
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MeatbagEsq · 233

No Grave is Safe: Recur Everything

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Credit: William Yorick: Jake Murray; Hunter's Instinct: Carlos Palma Cruchaga; Winchester Model 52: Pixoloid Studios; Stock Ammo Reload: Rob Laskey; Everything Else: Meatbag Esq. (embarrassingly, but at least it's not AI)

Hit that ♥ button if you like the deck or if you are cool or if you are reading this on a day of the week that ends in 'y'.


Introduction

Yorick on his own can recur assets. Gift of Nodens lets him recur skills. And now, with the new Core Set and Investigator Decks, Hunter's Instinct and especially its upgrade let Yorick recur a ton of great events. The hard part is picking which assets, skills, and events to recur. Here are some ideas.

'Note: This deck showcases a lot of chapter two cards. You might be able to do even better with more expansive consideration of the legacy card pool.'


Table of Contents
  • Overview

  • Main Strategy

  • The Core Engine

  • Playing the Deck

  • Other Cards

  • Upgrade Path

  • Final Thoughts


Overview
 
Difficulty: ★★☆☆☆
Enemy Management: ★★★★★
Clue-getting: ☆☆☆☆☆
Encounter protection: ★★★☆☆
Survivability: ★★★★☆
Economy: ★★★☆☆
Card Draw: ★★★☆☆

Main Strategy

The Core Engine

Between Short Supply and 2 copies of Prepared for the Worst, finding your weapon is usually not too difficult. I specifically recommend running lots of +damage skills to make it easy to get your gun into play if it starts in your discard and not your hand.

Once your gun is in play, overload it with Ammo tokens using Stock Ammo Reload, and if it is ever running low, use Hunter's Instinct•• to get your bullets back out of the discard pile.

Why Winchester and Stock Ammo Reload? Mostly because they are new and it gave me an opportunity to try out a few other cards I hadn't played with before (e.g., Marksmanship). However, they are also cheap XP wise, and the +3 on attacks on the Winchester makes a big difference.


Playing the Deck

The trickiest part of piloting this deck is choosing which card to pull out of your discard with Hunter's Instinct:

Just keep an eye on your deck size so you don't shuffle away your key pieces when you might be low on ammo.

One other sneaky trick worth mentioning is if you kill an enemy with the Winchester's discard/evade attack, it will be right there waiting for you in the discard pile to get back immediately.

Also, don't upgrade your events over level two or you can't get them back with Hunter's Instinct•• anymore. This is mostly relevant for things like Lucky••• and Emergency Cache•••.


Other Cards

This truly is a toolbox deck with a small engine. You could entirely replace the Winchester with a different weapon, and the events, skills, and assets have a lot of room to be switched out for a ton of one offs for specific situations.


Upgrade Path

Link to the 0xp deck

The main thing to keep in mind is you want 1 copy of each of the three engine pieces (6 total xp) before you start cutting weapons. Then I'd probably do Gun, Ammo, Instinct. Once you're there you can upgrade however you want more or less.

 Cost  Total
First 6 XP 0 XP
   M1911  →  Winchester Model 52 •• 2 XP 2 XP
   Hunter's Instinct    Hunter's Instinct •• 2 XP 4 XP
   M1911  →  Stock Ammo Reload •• 2 XP 6 XP
 
Next 6 XP 6 XP
   Machete  →  Winchester Model 52 •• 2 XP 8 XP
   Take Heart  →  Stock Ammo Reload •• 2 XP 10 XP
   Hunter's Instinct    Hunter's Instinct •• 2 XP 12 XP
 
Gift of Nodens 12 XP
   Flesh Ward  →  Gift of Nodens ••••• 5 XP 17 XP
 
Accelerate the Engine 17 XP
   Glory  →  At a Crossroads 1 XP 18 XP
   Take Heart  →  Last Chance ••• 3 XP 21 XP
   Glory  →  Last Chance ••• 3 XP 24 XP
 
Have Fun (in no particular order) 24 XP
   Safeguard    Safeguard •• 2 XP 26 XP
   Second Wind  →  Sound Support ••• 3 XP 29 XP
   Vicious Blow    Vicious Blow •• 2 XP 31 XP
   Vicious Blow    Vicious Blow •• 2 XP 33 XP
   Cherished Keepsake  →  "I've had worse…" •• 2 XP 35 XP
   Leather Coat  →  Marksmanship 1 XP 36 XP
   Lucky!    Lucky! •• 2 XP 38 XP
   Emergency Cache    Emergency Cache •• 2 XP 40 XP
   Take the Initiative  →  Timely Intervention ••• 3 XP 43 XP
   Take the Initiative  →  Timely Intervention ••• 3 XP 46 XP
    +  Alter Fate 1 XP 47 XP
    +  A Test of Will •• 2 XP 49 XP
    +  Observed •••• 4 XP 53 XP

(View at arkham-starter.com)


Final Thoughts

Hunter's Instinct is one of my favorite new cards. Would love to hear what other people are doing to abuse it.


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