Card draw simulator
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None. Self-made deck here. |
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None yet |
Ruduen · 974
Testless Infinite Wendy
Primary Role: ???
Secondary Role: ???
I've heard there were a number of infinite loops possible on Wendy, but I didn't see this one before. This deck has one particular goal: Draw through your deck as quickly as possible, and then trigger a combo for infinite actions. Not "Infinite as long as you succeed on tests" - actually infinite when no outside source messes with it.
Note that the total cost for this is 5 XP. However, if you don't use Versatile and instead grab the important cards with "You owe me one!", you can do this with the single XP for Easy Mark.
The Setup
In order to set up the simplest version of this loop, you have to meet a few conditions:
- Wendy's Amulet must be in play.
- Scroll of Prophecies must be in play.
- Your deck must consist of exactly two cards. (You can set this up just by playing Events to push them into your deck.)
- You must have two copies of Easy Mark in hand.
- You must be able to play Swift Reflexes (either in hand or on top of your discard).
- You must have access to the other copy of Swift Reflexes (either in hand or as one of the cards in your two-card deck).
- You must have access to Knowledge is Power (either In Hand or as one of the cards in your two-card deck).
- You must have two resources available.
Note that there is actually some wiggle room for these, between bonus actions from Swift Reflexes, extra access to events from Wendy's Amulet, extra copies of Easy Mark, and other conditions. However, this is the simplest form of the loop.
The Payload
This is a rather convoluted method, and is very sensitive to timing rules. Of particular note is one specific part of the Play action's description:
Any time an event card is played, its effects are resolved and it is then placed in its owner's discard pile.
This means that while a card is in play, it will not move to the Discard until it is finished resolving. It is also at that point that "After Play" effects will trigger. This is an important distinction for Wendy's Amulet and for the exact timing trigger on Easy Mark, which occurs after Easy Mark finishes play.
In order to distinguish between copies of cards, I will refer to the copy of the card by lettering. The actual payload looks as follows:
- Play Swift Reflexes (A) from your discard or hand. It will be 'in play' at this time.
- Using Swift Reflexes (A), play Easy Mark (A). It will be 'in play' at this time.
- Easy Mark (A) draws one of your two deck cards and gives you two resources.
- Easy Mark (A) finishes resolving and, due to Wendy's Amulet, moves to the bottom of your deck.
- Using Easy Mark (A)'s reaction, play Easy Mark (B).
- Easy Mark (B) draws one of your two deck cards and gives you two resources.
- Easy Mark (B) finishes resolving and, due to Wendy's Amulet, moves to the bottom of your deck.
- Swift Reflexes (A) finishes resolving and, due to Wendy's Amulet, moves to the bottom of your deck.
CHECKPOINT: At this point, your deck should consist of two copies of Easy Mark and Swift Reflexes (A).
- Using Knowledge is Power, trigger Scroll of Prophecies to recover the two copies of Easy Mark and Swift Reflexes (A) from your deck. Discard Swift Reflexes (B).
- Knowledge is Power finishes resolving and goes to the bottom of your deck.
- Play Swift Reflexes (B) from your discard.
- Using Swift Reflexes (B), do whatever you want.
- Swift Reflexes (B) finishes resolving and, due to Wendy's Amulet, goes to the bottom of your deck.
The net result? Swift Reflexes (A) and the two copies of Easy Mark are in your hand again. Your deck consists of Knowledge Is power and Swift Reflexes (B), meaning they will be your draws for steps 6 and 9. And most importantly, you were able to play Swift Reflexes B to one more action as a result of that mess. Congratulations - in that loop, you have created an action.
The Payoff - Caveats
What can you do with that action? Unlimited cash and movement are the simplest options. If you don't have any consequences for failures, feel free to throw yourself at any investigations, attacks, or other actions which help progress the mission. Assets and Skills can be used freely, since they will not interact with your deck.
However, it is worth noting there are some restrictions to what you can do with the basic loop. The lesser restriction is that this will only give you single Swift Reflexes actions as a result. You can only use one action at a time, so any multi-action effects will dig into your 'normal' pool of actions.
More importantly, you MUST keep in mind that your deck must consist of 2 cards when you begin triggering this loop. (They do not have to be Knowledge is Power and Swift Reflexes, but that is the most basic form.) This means that any token effects which mess with your deck or any other effects that events that would go into your deck should be avoided when using this version of the loop.
Sounds restrictive, right? Well...
The Grease
What I described is the 'core' loop. However, it is possible to play events with your 'extra'. The only caveat is that in order to do so, you must be able to keep the deck at 2 by the time you next 'reset' the loop. How would you do this? The simplest solution is to throw out the last copy of Easy Mark.
If you use your third copy of Easy Mark after the loop where you play your event, then you will draw the event you played in the previous iteration. Then, at the CHECKPOINT, your deck will consist of three copies of Easy Mark, followed by Swift Reflexes (A). This means the following modification is possible after the checkpoint:
- Using Knowledge is Power, trigger Scroll of Prophecies to recover the three copies of Easy Mark in your deck. Discard Swift Reflexes (B).
- Knowledge is Power finishes resolving and goes to the bottom of your deck.
- Play Swift Reflexes (B) from your discard.
- Using Swift Reflexes (B), draw a card. This will draw Swift Reflexes (A).
- Swift Reflexes (B) finishes resolving and, due to Wendy's Amulet, goes to the bottom of your deck.
That will reset your deck back into the appropriate state. Good as new!
Need more actions for other things? Don't stress - there's still something you can do for it! Just use those infinite actions to find yourself a comfortable investigation location. Then, go ahead and throw Opportunist at the investigation over and over. Did you succeed? Great, you now have one bonus action! Did you fail? It's a shame, but just Scrounge for Supplies until you find another opportunity, and then try again!
The Payoff - Complete
So now you have truly unlimited actions for anything except draws. What do you do with them? Whatever you want! You may not be able to draw from your deck, but infinite plays of Scrounge for Supplies can give you access to your set of tools anyways. You can Scrounge for Money Talks again and again. Intel Report can fetch any clues you want and Small Favor can also control the map as much as you like, assuming you don't want to take the time to defeat something one health at a time.
Surviving Until the Payoff
Yes, this is an a ridiculous combo. However, a combo is worthless until you can pull it off. The inevitable downside of the two copies of Versatile will rear its ugly head, and this deck will take a while to hit those last pieces as a result. What can you do until then?
As it turns out, a fair amount. If you can find it, one of the new items is actually a great solution - burning through your Scroll of Prophecies will get you a mind-boggling 12 cards through those four actions. Yes, you can safely burn through the entire thing - Knowledge is Power and its cost removal will make sure that even an empty one will work for the combo.
You also have plenty of ways to stay safe in the meantime - Track Shoes and Manual Dexterity will help keep Wendy safe, and might even scrounge a few cards from Pickpocketing. If you absolutely need to fight, Fire Axe and Madame Labranche can help you make a reasonable swing or two, while Backstab can hit those pesky 3 health targets. And while you're advancing things, Lucky Cigarette Case can help you get more cards, especially when combined with the classic skills to draw (Guts, Perception, and Manual Dexterity).
If you spot a higher difficulty test, throw Take Heart at it to keep drawing. Unlike others, Wendy doesn't need much setup or many actions to take advantage of a large number of cards. She may want some boosts, but her innate ability can help make sure those cards are put to good use the moment you grab them. This doesn't mean you can't use them - however, you'll want to be careful when throwing them around.
Just make sure that you don't let any of your combo pieces go into your discard too early - If Abandoned and Alone hits them, then the combo will be dead in the water. You can still play a reasonable investigator, but you won't be able to manage the same insane payoff.
Upgrade Recommendations:
As I previously mentioned, this deck is built with the bare minimum requirements to pull off this loop. However, once you spend more XP on this, you truly break the game.
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Drawing Thin: If you're not playing with Taboo, Drawing Thin is your friend. If you are, you might still consider grabbing this soon. Combined with Track Shoes, Drawing Thin can help keep you drawing at a truly ridiculous pace.
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Will to Survive: This is what takes the deck from 'Overwhelming' to 'Flawless'. You're usually at low risk from failures due to Wendy's ability. However, if you avoid drawing tokens altogether, you can completely negate the risk involved, with Auto-Failures becoming a thing of the past!
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Lucky! (2) - In a thick deck like this, every bit of draw matters. And improved Lucky, as an actionless draw, certainly qualifies - and it only gets better if Resourceful is involved.
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A Test of Will: Have enough grease, but just need protection from treacheries that break your combo? This has you covered.
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On Your Own: This deck has a lot of events which can stack up when reaching later game. Madame Labranche works well early on, but feel free to use as a larger option if your events are what's killing your resource pool.
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Eucatastrophe: Not satisfied with just Will to Survive? Want more flexible tools while hitting your stride? ? Eucatastrophe has your back.
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Emergency Cache (2): As with Lucky, smoothness helps. That being said, this is much lower priority due to the action taken and the lack of access from Resourceful - it's only worthwhile if you're low on resources, and draw actions alone aren't enough.
Thanks
Thanks for looking through all of this! If you're interested in my decks, feel free to check out the other decks I've made:
- Myriad Mandy
- Everywhere and Nowhere (Luke Robinson)
- Shallow Gravedigger William
- Minimalist Zoey Samaras
- Minimalist Jenny Barnes
- Minimalist Rex Murphy
Thoughts and comments are appreciated - especially with something like this, where precise readings of the rules are necessary to make sure the loop works!
12 comments |
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Apr 24, 2020 |
Apr 24, 2020
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Apr 25, 2020I'm pretty sure the loop as written doesn't work. Once you've put Easy Mark on the bottom of your deck using the Amulet, you should no longer be able to trigger its reaction (step 5). First a point on timing: the FAQ on Wendy's Amulet is helpful here: "The Forced effect triggers after the event is played, before it is placed in your discard pile." Similarly, you should normally trigger Easy Mark's reaction before it hits the discard (in particular, the normal functioning of Easy Mark doesn't allow you to trigger the reaction from out-of-play areas). Triggering reactions on events is a little weird - normally things are required to be in play for you to trigger them, but events aren't in play (let's say they are in play limbo), so this must fall under the following category for why we're allowed to trigger it: "Any card that explicitly allows the investigator to activate its ability". Now Easy Mark isn't very explicit in this permission - but my reading here is simple: events affect the game whilst they're in play limbo and similarly you can trigger Easy Mark's reaction whilst it's in play limbo (which is where it is when you trigger it). You may disagree with the reading of the rules, but reading Easy Mark's trigger as allowing you to trigger it from the bottom of your deck seems an incredibly generous reading as to what permissions it gives you and if you're abusing something for an infinite loop, I think the onus is on you to be sure it works. When a card lets you interact with it while it's in the discard pile (e.g. improvised weapon) or while it's in the library (like the research effects), it will specifically reference that out-of-play area in the trigger. (And to me, that's how Easy Mark reads, but with play limbo instead.) |
Apr 25, 2020
That being said, there are also points of evidence to support this interpretation:
Given all of that information, I believe there is sufficient evidence to indicate Easy Mark's trigger has no particular restriction on Easy Mark's location when it fires. Both "In the Discard" and "In the Deck" are equally 'out-of-play' for effects all intents and purposes, meaning Easy Mark is able to override the location trigger. In addition, the trigger itself was confirmed when the Easy Mark entered play, indicating its 'self-referential' text explicitly refers to the copy being played, meaning the trigger is valid regardless of location. I understand your concern, but at this time, I believe I have provided evidence that 'bottom of deck' is no less valid than 'in discard' for purposes of Easy Mark's trigger. (It may feel like it from an intuitive standpoint, but I have not seen evidence to make it practically so.) Please let me know if there is something I've missed that would somehow make the deck more 'out-of-play', or otherwise invalidate the trigger. |
Apr 25, 2020" (That is the normal location during that trigger, not 'in limbo' - after effects only occur after the trigger has been completely resolved, and the Play sequence clearly indicates that the effects are resolved and then it is placed in the discard, meaning it must be there when reaching the "After play" trigger.)" This directly contradicts a ruling on Wendy's Amulet (which I quoted in my previous post), which has the same timing but Forced and clarifies it triggers before the event hits the discard. The wording on Astounding Revelation et al is fairly clear in terms of the fact that their triggers work while they are in the deck. Easy Mark gives no such clarification and I personally find it absurd to draw then the conclusion that the permission is completely open-ended (could we Double, Double a Winging it! that gets shuffled back in our deck and put it back in our discard pile? Does that mean you can look at your whole deck? It's not a search effect.) But anyway, as the first paragraph established, it is in play limbo at the relevant timing. The word limbo here comes from a ruling on Time Warp (the context isn't relevant here): "It is currently being played while you are resetting things, so it is in an in-between state (not quite in play, not in your hand or discard pile, just sort of in limbo)." To me, the simplest reading is that we are allowed to trigger Easy Mark because it's sort of in play, in a state where it can normally do its event things, rather than assume we're allowed to trigger from wherever even though every other effect that lets you trigger abilities from other zones are much more explicit. |
Apr 26, 2020
Interesting. I did miss that ruling on Wendy's Amulet during my first readthrough for the rules checks, which changes the location of the card during that trigger. However, there's one major difference that indicates whether or not the item is valid in its wording: "Place it on the bottom of the bottom of your deck instead of in your discard pile." An "Instead" would indicate this is only possible when the card would normally go into the discard, and replaces the normal timing.
We'll have to agree to disagree there - I also think that Double, Double can duplicate Winging It or other similar cards, because again, nothing requires the card to go to the discard as part of that trigger - just to be played. It wouldn't be as effective since you're playing it from hand rather than from discard, but it would still function.
Time Warp's "Limbo" state is different than the 'limbo' of something in play or transitioning from one state to the next. Time Warp's 'Limbo' is because it is in the middle of resolution (normally putting it play, but paradoxically not able to be 'in play' because it should be reset.). And it's clear by that ruling that even things in 'Limbo' can have game effects - otherwise, Time Warp would not go into your discard afterwards, since it would not exist. While the Amulet ruling does clarify that the trigger occurs during the 'exchange' between In Play and In Discard, I don't think that changes the end result. "Instead" indicates it replaces the normal timing, and if Easy Mark has the same timing trigger, that means Easy Mark would trigger during the same intermediary step as Wendy's Amulet - meaning the card would still be valid to trigger after the event is played, but before it is placed in your deck. As before, nothing differs about the validity of its 'in play' or 'out of play' state, regardless of the destination at that point. Thanks for pointing out the Amulet difference! I don't think that changes my interpretation of the results, but it's good to have the appropriate context for it! |
Apr 26, 2020The "instead" isn't part of the triggering condition, so has no bearing on the argument, which is establishing when "After you play an event" triggers (unlike e.g. Track shoes where the extra condition does modify the triggering condition). The absurdity of Double, Double+Winging it! (if the first play of Winging it! gets shuffled in, the second should go to the discard) is meant to illustrate why the game doesn't even give open-ended permissions to mess about in out-of-game zones. That way lies madness! The default assumption in Arkham Horror is that abilities aren't active in out-of-game zones and we should only break that assumption as little as possible. Easy Mark and Wendy's Amulet have almost identical timings, but Wendy's Amulet is Forced, so will always place Easy Mark in your deck first. (This is not backed up by any ruling but what seems sensible to me is that discarding the event happens at the timing point of "after you play an event", so Amulet is still always first and since you can choose to order the triggers, you can trigger Easy Mark before you're made to discard it.) I think maybe the right way to think about it is the following: Easy Mark says "After you play Easy Mark" - since this references playing it, it gives you permission to trigger it while it's in play limbo, the same way cards like Astounding Revelation reference where they are when you trigger them. |
Apr 26, 2020
"Instead" is a clearly defined term that states the following: "The word 'instead' is indicative of a replacement effect. A replacement effect is an effect that replaces the resolution of a triggering condition with an alternate means of resolution." In this case, the existence of 'instead' means, "At the exact time you would move the card to the discard, there is an effect which would move it to the bottom of your deck". A replacement of the original effect means that the timing of the replacement effect would have to match the timing of the original effect. This means that the effect on the amulet is a 'lingering effect' that lingers for so little time that it normally has little consequence, but it is still a lingering effect that modifies the resolution later on, rather than an immediate effect stating that you must perform the action immediately.
Again, disagreed - There's a difference between reading something as a neat interaction and declaring all such interactions as overpowered. The power of that is fairly limited given you also need to pay any additional costs again, and it requires you to exhaust Double, Double, repay the cost, and receive the reduced 'not from discard' effect each time you do. It does weird things with the location of the card, but it's hardly the game-breaking combo you indicate it would be.
I disagree with your statement that the card moves first, based on what I said in my first paragraph here. Yes, the Forced ability on Wendy's Amulet is required to trigger first. However, none of the statements you have provided convince me that that somehow invalidates the trigger on Easy Mark based on the position of the card.
Again, refer back to my first paragraph - Wendy's Amulet currently indicates that it does not change the in play position immediately, due to being an 'instead' effect that replaces something at the timing of resolution (shortly after), meaning the state would remain at the 'after you have played it' step for Easy Mark. It's worth noting that the reading does prevent the 'infinite Easy Mark' loop mentioned on the Easy Mark page (since all three would be 'in play' before they all move), but does not prevent this particular loop. |
Apr 26, 2020Okay, right, I wasn't thinking about that part. I was just thinking about the timing aspect of it. It's true that Wendy's Amulet is a replacement effect, so the loop should work with you triggering the reaction before it goes on the bottom of your deck (so 4 and 5 in your writeup swap places and there's no triggering reactions from the bottom of your deck weirdness!). My point about Double, Double+Winging it! was also very much the weirdness, not any power level concerns. |
Apr 27, 2020
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Jul 29, 2020Any plans to update this with the new Daredevil to help set this up sooner? |
Jul 30, 2020That's certainly one way to help thin the deck, but the primary tricky thing about Daredevil is that it warrants rogue skills to be slotted in, and options are limited for a low-XP deck. By default, "Watch this!" and Quick Thinking are probably your best bets. (I originally mixed Opportunist and Quick Thinking when I made this deck.) However, I'm less sure what you would actually cut in order to include both those and the two copies of Daredevil without removing either cards which allow you to function while building up, or without impacting other card draw mechanisms. Feel free to try replacing Opportunist with Daredevil on its own, if only so you can effectively remove one Daredevil with the other. If you're wanting to swap other things in, the first things I'd recommend replacing are probably Backstab or Small Favor. If you have a bit more XP to play with, then you can try looking at upgrading cards into Manual Dexterity (2) or All In. |
Nice write-off, but you should have probably waited few months before posting this, otherwise, you probably just added another card or two for upcoming taboo list.