Card draw simulator
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None. Self-made deck here. |
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None yet |
Selebo · 1
1- Unrelenting x2 - 4 experience Our absolute bread and butter. One of the most flexible skill cards in the deck because it seals bad tokens or it can draw us 6 cards in 1 turn. Replace 1x copy of unexpected courage and Burning the Midnight Oil.
2a- Cryptic Research x2 - 8 experience Fast card draw is absolutely necessary to refill our hand without having to spend an action and to maximize Unrelenting turns. Replace one copy of logical reasoning and one copy of unexpected courage with these.
2b- Miskatonic Archaeology Funding - 4 experience We need this to play all of our allies without issue. The base deck runs Dr. Milan Christopher and we need to get our Laboratory Assistants out for card draw, hand size, and horror soak.
3- Dream Diary - 3 experience You get crazy value out of this card in early scenarios because of the supplemental icons and you can tuck it underneath to become a pseudo 6-6-6-6 investigator. Also helps teammates. It might be a bit awkward to be holding onto base level 0 Dream Diary until you finish the previous upgrades, but it is very understandable to buy it even earlier.
4- Perception x2 - 4 experience It's more card draw and a fat 3 skill icons. You can opt to get The Red-Gloved Man instead but your consistency won't be as good.
5- The Red-Gloved Man x2 - 10 experience After you get all your card draw cards, you can go ahead and grab these. And at this point, the deck should be running silky smooth like a baby's bottom. Replace Dr. Milan Christopher and Magnifying Glass for it.
6- Momentum x2 - 2 experience You can fit these in any time if you have the extra experience. These will allow you to do any skill test at -3 difficulty or -6 if you commit two (not sure if that's allowed to be honest), which will allow you to flex into any skill test needed whether it be parleys, on treacheries or locations, so as long as you over-succeed on the first test.
7- Deduction x2 - 4 experience You should really be getting these last, because the level 0 version does the same thing basically. Depending on the amount of other players, it might matter more. For example, in 3 player, locations that spawn with 2 for a total of 6 clues can be cleared out in 2 actions vs 3.
8- Cryptic Writings x2 - 4 experience This will net you 4 resources most of the time, which will you let you pay for more things earlier. Not that big of a deal until you decide to invest in certain luxury purchases highlighted below. Turns into 1 icon which is nice.
9- Signum Crucis x2 - 4 experience Get this if you're playing on expert to activate Unrelenting, or if you have synergy with teammates. It's counter synergestic with The Red-Gloved Man, so you will waste an action with our 2-2-2-2 base to put tokens in.
Luxury Upgrades
1- Pathfinder Waste less actions moving.
2- Vicious Blow(2) Now you can potentially deal 9 damage in 1 turn.
3 - Occult Lexicon(3) add only if the team needs more fighter in the campaign 4- Grisly Totem You could definitely play this over Dream Diary if you don't want to play too many assets, or you can run both. Once you get the The Red-Gloved Man, it's definitely better. Up to 6 cards a turn passively with The World • XXI.
5- Versatile The ultimate endgame version of this deck runs this with Quick Thinking and Cryptographic Cipher to allow for 5 skill tests per round, and we can consistently cycle them and see them multiple times, allowing us many extra actions in the scenario. After you get setup with the endgame version of the deck, you will have monster turns with 5 high value actions per turn that can clear any skill test, and draw half your deck, along with near infinite soak and high mobility.
Like with my Tony Morgan guide, I've included all the upgrades in the side deck for easy viewing and other possible interesting and janky options like Gaze of Ouraxsh, Ancestral Knowledge, and Blasphemous Covenant.