Card draw simulator
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None. Self-made deck here. |
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SOC · 7
This deck aims to setup for infinite turns (infinite is a slight misnomer, as statistically, a string of bad draws of chaos token will eventually cancel and invalidate the combo, but for less than infinite turns, it is likely to hold)
Although a few can pull this combo off, Preston's access to survivor recursion mechanics, access to more resources (to initiate and to recover) and one-time nature of signature weakness makes him most suitable to pull off (Until someone can take lvl 5 :All In and lvl 3 : Will to Survive)
First half of deck: Combo setup
- Double or Nothing, All In, Quick Thinking and "Watch this!"(optional) draws up to 10 cards, gives 2 free actions and 6 resources.
- This hopefully recurs the cards for repeating the combo
- When discard is shuffled back to deck, 1 sanity damage happens. But Cherished Keepsake can be played as a free action for 1 resource with Joey "The Rat" Vigil.
- Note: You will need to succeed by 5 on all skill checks. Trial by Fire, Sure Gamble, , , survivor events helps. Unsurprisingly, 0 or token is worse than negative tokens
Second half of deck: Setup/Recovery phase
- With Streetwise, he can investigate. To initiate the combo needs about 6 resources, so he only needs to reserve one extra from previous turns as he gets 5 per turn.
- With Joey "The Rat" Vigil, he can setup assets for defense.
- He can use Track Shoes and Drawing Thin to purposely fail checks. Failing investigate actions are also possible but you need clues to initiate and there may be other penalties. The shoes are replaceable in this deck
Piloting Tips:
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Weakness: When drawing with Double or Nothing, All In, , you will search twice (of 5 cards) with it instead of 10 cards at a go. So it is possible for weakness to be drawn twice reducing draw power from 10 to worse case 6. It is recommended to try to setup Lodge "Debts" to be drawn naturally and there are benefits if the random basic weakness is a permanent, enemies type, have end of turn effect or keep in hand effects, or revelation with no immediate effects (these are majority of weaknesses thankfully). The worst random weakness are revelations with immediate effects such as Doomed, Through the Gates, Amnesia and Paranoia in order and not recommended to follow this deck if you have any of the first three weakness. The 13th Vision can force you to commit one more than necessary or draw 1 less during combo (you draw 2 less, but do not need to play and redraw sure gamble as the token will be a 0).
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Try to minimize cards in discard pile to guarantee redraw. But this means if check is only 3 difficulty, do not commit the survivor skill cards if you can get to +5 already.
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Joey "The Rat" Vigil gives action efficiency both (your actions can be thus spent moving skeleton key around). Fast items cost one more but money is not a problem.
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With proper setup, the only possibility of failing is only auto-fail. There is no way to avoid this permanently but other investigator can improve the odds (looking at Father Mateo). With extra actions/money banked, Preston hopefully is well poised after failure to setup the combo at least.
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Preston can also combat with Baseball Bat. Take note due to timing (Resourceful activates step 6, Baseball Bat discards step 7), you cannot recover the same exact bat that broke due to skull. Hence a second copy is included which can recover the first during its skill check. Joey can put another bat into place costing 3 without using an action.
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Speaking of skill checks, Double or Nothing can still be played on high skill test 6 skill cards (1 survivor event and 1 of each skill) add +8, trial by fire sets skill to 5 and sure gamble. Against a boss with 5 fight, this is a 15(with baseball) vs. 10 skill check Against exploration with 4 shroud, this is a 13 vs 8 skill check Note: The 6th survivor event should be recovered with Resourceful. These events add a bit of utility (not use for simpler test).
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For fun stuff, Quick Thinking can be used to steal others turn and with a quick chain, make sure others don't get their turn back. This could be useful if they release a mystic card in future that could seals autofail for one investigator turn (Preston can intercept that turn and continue his infinite turn forever).
Mulligan:
- Card draw is required, so keep pieces such as Drawing Thin and All In (Note the first All In can be played with streetwise to draw 5 without double), or Ace in the Hole (equivalent to draw three)
- Joey "The Rat" Vigil for action economy .... Most of the rest of assets/events Not recommended to keep in starting hand: Other skill cards
Side Note: These are the only cards that will always need an action to play Joey "The Rat" Vigil Drawing Thin
Low XP upgrades or XP priorities: I think Streetwise is good to start a Preston with. All In is all in when it comes to upgrade. Either 10xp or 0. Sure Gamble, Ace in the Hole are good but not essential. They minimize the impact of chaos bag Similarly, The Skeleton Key gives Preston a focus and something to spend actions on.
Upgrades and downgrades Suitable lvl 0 cards: "Look what I found!" Intel Report Gravedigger's Shovel Rise to the Occasion Note: Rise to the Occasion does not combo with Trial by Fire or Double or Nothing unless the difficulty is higher or equal to 5 + 2. Rise is acceptable for non combo use however
If there is a good lvl 0 deck elsewhere, it is also possible to use Adaptable and slowly swap in the combo over time.
Moving along, if there excess xp, preston can target fun cards such as The Gold Pocket Watch in teams, Timeworn Brand as an unbreakable bat etc.
Taboo: If using taboo list, suggest to remove Ace in the Hole since it can't be used more than once per round. This xp can be used to get Streetwise. In campaign though, this delays Streetwise as 8xp will take two scenarios usually.