Card draw simulator
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An_Undecayed_Whately · 1186
I'm seeking input for deck using Leo Anderson in a 2-player run through Edge of the Earth.
the main concept is to lean into allies
- Leo Anderson's innate ability plays allies for discount and no actions
- the Mitch Brown signature card nets an an extra ally slot
- Sled Dogs can be exhausted for 2-4 movement or 2-4 damage once enough are in play, and each dog card uses up only a half slot
- Guard Dog deals testless damage and saves actions killing off pesky 1-health enemies
- Leo De Luca grants a powerful fourth action per turn
- Calling in Favors is multi-use: grants a search/draw and a play action, bounces a (probably damaged) ally back into your hand
- Rod of Animalism (1) further discounts creature allies and grants even more ally slots
- Charisma (3) adds an ally slot and starts scenario in play
- The Star • XVII (3) grants a huge buff to ally's soak capability
- Lucid Dreaming (2) can be added to dig more Sled Dogs from deck
Guardians Gonna Guardian
- I'm hoping that weapons don't have to hog the spotlight since the Sled Dogs and / or Guard Dog can handle mooks
- start out with dull-but-efficient choices of Enchanted Blade and Survival Knife that can deal 2 damage and never run out of ammunition
- Cyclopean Hammer (5) seems like it was made for Leo's + of 8. Some decent weapon is needed because the Sled Dogs exhaust when they attack
- standard Guardian skills Overpower and Vicious Blow finish off tougher enemies without wasting actions
Economy Cards
- mostly focused on discounts from Leo Anderson, Rod of Animalism, and Ever Vigilant (1)
- Lone Wolf grants trickle economy
- "Watch This!" is efficient but a risk
- "I've Had Worse!" (2) rewards resources for cancelling damage
- On the Hunt (2) rewards resources for ferreting out enemies from the encounter deck
Rounding Things Out
- I hear healing is especially important in this campaign, so I opted for Hallowed Mirror for the party's general use instead of the usual Lucky Cigarette Case
- Fine Clothes boosts Parley actions ubiquitous in the early stages of campaigns
- a single Scout Ahead is tossed in because I hear the maps are huge in the campaign
- "You Handle This One!" could save Leo from a single deadly agility encounter :)
- Stick to the Plan (6) is a classic for getting consistent opening turns when combined with Prepared for the Worst and Ever Vigilant (1)
- Haste (2) seems like it could be useful for bonus movement or fight actions late in the campaign
- Keen Eye grants its stat boost for the entire turn. This combines well with Leo De Luca and with Haste (2), and can be used to scoop up clues at locations with higher shroud values
tentative upgrade path:
first 7 XP improves core “pack of Allies” concept
- 3 XP Charisma is a permanent
- 1 XP Rod of Animalism swap for Emergency Cache
- 3 XP The Star XVII swap for a Survival Knife
next 10 XP improve effectiveness
- 5 XP Cyclopean Hammer for an Enchanted Blade
- 3 XP Keen Eye is a permanent
- 2 XP I've Had Worse swap for Dodge
then 7 XP Guardian consistency suite
- 1 XP Ever Vigilant swap for Fine Clothes?
- 6 XP Stick to the Plan is a permanent
remainder in no particular order
- 2 XP On the Hunt upgrade one or both, adds $$$ and reduces cost
- 3 XP another Charisma
- 2 XP Lucid Dreaming helps muster more Sled Dogs early
- 2 XP Haste grants free actions and works well w Keen Eye (buff lasts entire turn)
- 5 XP another Cyclopean Hammer for the last Survival Knife
- 1 XP Leo de Luca upgrade each just slightly reduces the cost
a couple ideas that crossed my mind:
Is it worth trying to squeeze in a Cat Burgler (1) ?
Glory appears in several similar decks, should I swap something out and make room for it?