Valentin1331 · 67237
Joe is the best (private) investigator, and he is here to remind us.
Credit: Cristi Balanescu
Poor old Joe was placed at the bottom of the community ranking made by PlayingBoardGames, so I decided to bring the Private Investigator where he belongs: at the top with Amanda, and all other (except Taboo Mandy).
So buckle up, and let me take you through one of the strongest decks I've played.
Disclaimer
: This deck does not aim to go infinite. Maybe it can, but I didn't try. I didn't need to. It already felt really strong while not breaking the game.
Following the success of the 20k Series, this 30k Series will focus on the investigators that are much harder to solve. Expect some jank, some outside-of-the-box thinking and hopefully some love for the underdogs of this game.
Click here to see all the previous decks. I will keep releasing a new standalone-ready deck concept every week on Friday, so stay tuned and keep supporting the Series by pressing the ♥
button if you want to see more!
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Overview
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Main Strategy
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Hunch Deck
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Unearth the Ancient Cold Cases
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Deal With Those Who Trifle With You
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"The Mythos? I've solved that case long ago."
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Other Cards
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Upgrade Path
Difficulty: | ★★★☆☆ |
Enemy Management: | ★★★★☆ |
Clue-getting: | ★★★★★ |
Encounter protection: | ★★★★★ |
Survivability: | ★★★★★ |
Economy: | ★★★★☆ |
Card Drawing: | ★★★★★ |
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Unearth the Ancients (2) plays Laboratory Assistant and Eon Chart for actions, cards, and horror soak.
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One in the Chamber keeps your Detective's Colt 1911s afloat.
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Forewarned and Orphic Theory help you deal with treacheries, "Fool me once..." locks your basic weakness for safe deck cycling.
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The strategy with the Hunch Deck of this build is not necessary to get the most value out of it but to get cards that accelerate your set-up and can be used at any point, making sure that you empty your hunch deck as fast as possible. For this reason, here are the Insights placed in it:
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Even if you don't need to use the card on top of your Hunch Deck, especially Cryptic Research and Shortcut, try to play it as much as possible to get the card in your discard pile, and include it in the next deck cycle.
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Once empty, the other cards of your Hunch deck will populate your hand and never leave it anymore.
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When killing an enemy with the Detective's Colt 1911s or drawing an , you can decide:
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Once your set-up is ready, place cards like Preposterous Sketches and No Stone Unturned in it and leave them in there for the rest of the scenario to decrease the size of your hand.
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If your Hunch Deck is empty, place one event you would like to find next turn, such as Cryptic Research.
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Otherwise, Working a Hunch is always a safe card to add to the Hunch deck to get a fast bonus that benefits from the discount.
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Unearth the Ancients (2) is not in the Hunch Deck because it can take up to 11 turns to see the last card in it, and you don't want to wait that long to start rolling.
Unearth the Ancients (2) is your main tempo accelerator in this deck:
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You can target Orphic Theory and Dream-Enhancing Serum for faster set-up.
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The main use is for cycling Laboratory Assistant and Eon Chart.
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Because you chose the cards in your hand at the initiation of the test (ST.1), it is possible to commit the same cards to the test (ST.2). This means that when playing Eon Chart and Laboratory Assistant, we can get +2 for the test.
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With 2 Magnifying Glass in play, you will test at 8 plus any commit, which makes you at least 4 over your Unearth the Ancients (2) tests.
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This test will result in 1 clue, 2 cards, 4 resources saved, reset of your horror soak and 2 actions saved.
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You can use the Eon Chart in play before replacing it with Unearth the Ancients for an additional use each turn.
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As you cycle your deck fast, Laboratory Assistant will be the main soak for the horror induced by shuffling your discard pile in your deck.
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Detective's Colt 1911s is our main weapon for the deck.
- It allows us to play it with 2 Magnifying Glass for good flexing.
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Once the Colt is empty, One in the Chamber refills it fast, with a boost to your next shot if need be.
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With the fast cycling build, as it is fast, you can virtually consider having infinite ammo on your Detective's Colt 1911s.
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You can play 2 One in the Chamber in the same window, allowing you to reload your gun 2 by 2 before cycling these. The +3 skill value also adds up for a big shot.
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Orphic Theory deals with "Sticky" encounter cards. You only have 4 uses for each scenario, but that should be enough to speed the game significantly.
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Forewarned uses a clue to deal with a treachery that could have a much higher impact on your tempo.
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"Fool me once..." can be attached to any treachery, including (basic) weaknesses. This is icing on the cake for a fast cycling deck.
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When you discard a treachery (weakness or encounter), simply attach "Fool me once..." to it, and enjoy it being placed in play and staying there until the end of the scenario.
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If you don't need 2 copies of "Fool me once..." for yourself, you can also use it by dealing with a teammate's treachery yourself. For instance, if a teammate draws Chronophobia, you can spend the yourself and place it in play with "Fool me once..." attached.
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While potentially annoying, Unsolved Case removes itself from the game once dealt with, so you won't see it with every deck cycle.
- Don't forget that you can play it even if you have no clues, basically ignoring half of its impact.
- Don't forget that you can play it even if you have no clues, basically ignoring half of its impact.
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Magnifying Glass is simply the best value for tempo, cheap, fast and a Tool for the Detective's Colt 1911s.
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Dream-Enhancing Serum allows us to get all our Hunch Deck in hand after the first cycle while not exploding the threshold.
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Practice Makes Perfect is just an accelerator. Finds Overpower/Vicious Blow for fight actions, Perception (2)/Deduction for investigate actions.
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Eureka!, Overpower, Perception are here for draw, Vicious Blow and Deduction for tempo.
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Crack the Case and Cryptic Writings bring some fast income, and when we have enough, they just sit in our hand so they don't clog your deck.
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Cryptic Research is one of the main enablers for fast cycling. Play it every time you have it.
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Shortcut and Working a Hunch are some of the main benefits of fast cycling by bringing fast.
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No Stone Unturned and Preposterous Sketches are the cards that benefit the most from the Hunch deck discount. They are great early in a scenario to dig for your building blocks and become useless afterwards.
Disclaimer
: This decklist is published in the version that I tested. These decks are made to be as versatile as possible, so don't forget to adapt them to your campaign and change the upgrade order around based on your experience.
To create your own guides, find the template I have created here
24 comments |
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Jun 24, 2023 |
Jun 24, 2023The tabooed version of the Eon Chart (that this deck uses) does not work with Unearth the Ancients, as it only let's you take basic actions. |
Jun 24, 2023
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Jun 25, 2023I would like to try this deck in the next campaign I play. Is it possible that it would be a good idea to add Custom Modifications with Extended Magazine? I'm just saying this so that I don't run out of combat in a scenario with too many enemies. |
Jun 25, 2023
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Jun 25, 2023I really like this low-asset, event driven style of play, good job! |
Jun 26, 2023This is a really cool deck! I absolutely love Unearth the Ancients and have used it to great effect in an asset driven Ursula. It's cool to see it doing different work here. I'm notorious for playing with enormous tableau's, so I really like seeing a take on a deck that's so focused on skills and events. I might also look to find some room for Ancestral Knowledge...probably less practical than the Studios, but maybe more fun! |
Jun 27, 2023Have you thought about Farsight and Ever Vigilant? Many events are already fast, but it's basically a synonym for Cryptic Research when playing a Preposterous Sketches from the hunch deck. It does contest the arcane slot. Ever Vigilant being there to play more fast and cheaper with Farsight. |
Jun 27, 2023Hey I have to admit I didn’t look at Ever Vigilant, but I did look at Farsight. The reason why it is not here is a bit the same principle as Minhfinite, effects that exhaust are inherently weaker in this type of deck that goes really fast and achieves a lot in a turn. It is the same with otherwise excellent cards like Pathfinder. One action/turn is not enough to justify the card slot and experience. The deck goes big hand yet doesn’t use any of the advantages of doing so, which is a shame, but it is the current state of the card pool.
Of course it won’t ruin the deck, but I thin you could do better with that XP |
Jul 01, 2023This is why you're my favorite publisher on the site. I've played quite a bit of Joe Diamond(I've always said he's underrated, effectively having 3 extra actions per turn is crazy good), and you still somehow managed to show me some new tricks and a new perspective I hadn't considered before. Your understanding of the game is top notch, and you come up with some really creative stuff. As for the deck, I think upgraded backpack could be really good here. It's effectively card draw, while also helping to ensure you get some of your important assets out early (and it'll help you pull off unearth the ancients combos early on more reliably). Ice picks (given how fast this deck cycles) with upgraded magnifying glass, emergency cache (including upgraded versions), and ever vigilant could all be good options if going this route. I could also see a more item-heavy deck being good with cards like strange solution and heavy furs. In regards to insights, I personally think scene of the crime and logical reasoning are worth considering. 1-2 testless clues for an action is really strong, and I find logical reasoning will usually remove terror reliably in multiplayer (although if worst comes to worst, healing yourself for 2 horror for an action can also at times be useful due to Joe's low sanity and willpower). The upgraded versions of logical reasoning and no stone unturned can also make for some pretty worthy considerations (depending on player count and campaign). I also think lvl 3 scientific theory is really strong on Joe Diamond and definitely worthy of consideration for pretty much any Joe Diamond deck. |
Jul 04, 2023Fool me once... does not effect Unsolved Case |
Jul 05, 2023
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Jul 05, 2023Oh wait, you mean because it's not discarded and FMO can only be played if the treachery would be discarded. My bad, you might be right actually. |
Jul 05, 2023
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Aug 01, 2023
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Aug 15, 2023Running this deck now and it is totally sick. You are such a huge resource for all of us who play but are mediocre deckbuilders! |
Aug 18, 2023Just completed Forgotten Age with a very similar deck (I don’t have full collection yet) and it worked really well. The level 0 deck was tough for the first scenarios: not that good to deal with enemies or getting clues and no drawing power yet. But after around 15xp the engine started to work well! At some point in the campaign because of too many thraumas I went with 2x scientific theory for soak but also helpfull to pass difficult tests and burn unused ressources. |
Oct 17, 2023I am playing this deck in Insmouth and is very incredible and very funny. Thanks for this serie of decks. |
Nov 25, 2023Amazing deck and very fun to play, thanks! I've been testing it in true solo with Circle Undone and.I've experienced some trouble when dealing with Willpower and Agility tests... besides adding Criptic Research, Forewarned or "Fool me once...", any ideas? thanks! |
May 27, 2024Hi, I'm trying your deck in Carcosa in combo with Akachi. I wanted to ask you how you manage cards like Forewarned and "Fool me once..." (except for the investigator weakness), given that during the Mythos Phase the card from the foreboding deck is never face up. In general, I find them inconvenient in the foreboding deck, I can't use them... maybe I'm doing something wrong, could you help me please? |
May 28, 2024Hey I guess you are referring to the Hunch deck? If that is the case, Forewarned and "Fool me once..." are not placed in there. Not every insight is placed in the Hunch deck, only 10 of them. Disregard ArkhamDB which treats all insights as "Hunches". Simply follow the guide to build the Hunch deck. Here is the composition of the Hunch deck, as per the deck guide:
This way, you prevent the awkward cases that you have been mentioning :) I hope that helps! |
May 28, 2024Hi Do you know what the problem was? I trusted ArkhamDB so much, that I thought the 11 events I needed to enter into the Hunch Deck were "by name", not "by number of cards". You have no idea how much I have damaged myself haha It's the problem of starting to play again after a 2 year break. A thousand thanks :) |
Aug 16, 2024Hi! I've never used Joe, but your deck sounds a lot of fun, so I'm gonna give it a try. Thanks for making it and for the tutorial! I have 2 questions if you don't mind. I don't get how the dream enhance serum works with the hunch deck, can you explain please?. Also, I'm a bit worried about the ammo on the colt (we're gonna go 2 players both flex), I thought about adding machete while the colt cicles itself (also custom modifications), not sure how fast the colt cicles, also I don't get how you would make it leave play once it runs out of ammo so that it can cycle. Thanks! |
Aug 16, 2024
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I Love this serie. I wait every week for your new deck like when I was a kid waiting for the weekly episode of Dragon Ball :-) Thanks for the work you do!