Card draw simulator
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None. Self-made deck here. |
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5c Badstuff · 7

Core Mechanic: Use Hyperphysical Shotcaster (Translocator) mode to manipulate enemy positioning for various benefits
Overview: This deck tries to make the most out of your directives with the help of Hyperphysical Shotcaster (Translocator). Use careful positioning to move enemies to your location so you can draw cards with Directive: Seek the Truth and your clue events. You will typically be evading at 6+ with Directive: Due Diligence and Hyperphysical Shotcaster from Scenario 1. You have the option to pull enemies off of your allies, or explore by yourself and dump enemies elsewhere.
Primary Role: Flex Cluever
Created: “The Feast of Hemlock Vale Investigator Expansion”
Tested: The Path to Carcosa (4p) [Success]
Card Choices for Scenario 1:
This deck list is meant to provide an example. Consider changing some cards to suit the needs of your team composition.
Core Card Choices
- Hyperphysical Shotcaster allows you to reposition enemies to either draw clues or "defeat" them if they do not have hunter or doom
- Directive: Due Diligence gives a nice flexible boost to Investigate/Evade/Parley skills. Moving enemies to your location is an easy way to engage them for this bonus. You typically are not the primary fighter so the regulation rarely matters.
- Directive: Seek the Truth draws you a card pretty must every turn in high player counts. You can pick up a clue while an enemy is engaged with someone else or while evaded. This deck runs very little skill cards with this directive, and it's probably the toughest regulation out of the 3.
- Directive: Leave no Doubt provides a much needed boost to your sanity to put you at a massive 9/8 health split with no trauma. It's rare that a character would need to take 3 move actions a turn so the regulation rarely comes up.
Recommended Card Choices
- In the Thick of It is so that you can put 6 experience in Hyperphysical Shotcaster and 2 experience in At a Crossroads for more draw
- Tetsuo Mori does a double duty of searching for your namesake weapon, and also recurring it once he is defeated
- Safeguard is good since free move actions are welcome. Just remember that this counts towards your move limit.
- Wolf Mask since it's very easy to engage enemies with Hyperphysical Shotcaster
- At a Crossroads is great draw and an action when you really need it
- Crack the Case is just a good resource generation card, especially if you're picking up testless clues
- Cryptic Writings is here since this deck usually draws many cards on your turn
- Deep Knowledge since it's one of the best options for Scenario 1 draw.
- Emergency Cache is just resources
- Prepared for the Worst finds you your firearms.
- Scene of the Crime allows you to trigger your draw without needing to use Hyperphysical Shotcaster
- Stand Together is great economy since you're most likely playing a team game
- Working a Hunch since it's just a testless clue
Optional Card Choices:
- .45 Automatic is here if you find yourself needing more fighting
- Delve Too Deep because experience is priceless
- Drawn to the Flame if you're feeling especially brave.
- Dynamite Blast since moving tons of enemies to one location is incredibly easy
- Handcuffs great to trigger your directives forever. It's just campaign dependent and Handcuffs (2) is way better
I didn't add any upgrade paths since card upgrading is very campaign dependent and team-composition dependent. However, I recommend upgrading Hyperphysical Shotcaster first and taking Aetheric Link and Empowered Configuration. The new cards from The Drowned City seem great too. Alice Luxley (2), Trench Armor, Dakota Garofalo, and On Their Heels all contribute to your gameplan in some way.
If you like this deck list, feel free to let me know by liking or commenting. Let me know if you have any suggestions too, since this is my third published decklist. I'm happy to respond to any questions.
Thanks for reading!