Card draw simulator
Derived from |
---|
None. Self-made deck here. |
Inspiration for |
---|
None yet |
smoorecrux · 147
This is a deck I made for my girlfriend, with the things she likes to do in mind.
Shrivelling and Fire Axe are your main means of dealing damage, of course. A Guard Dog is handy to have when encountering a Swarm of Rats or an Acolyte or other 1HP enemies. Painkillers will come in handy when you've run through your poor doggos, and Liquid Courage will help you battle your drug addiction. I don't know how to help you with your alcohol addiction, though.
Forbidden Knowledge works great in conjunction with Fire Axe, as a way to keep resources at the ready and get two solid hits in. I.E, spend your last resource and get the full benefit of Fire Axe for your first action. Now, take a resource from Forbidden Knowledge, and do it all again for your second action. Congratulations, you've probably just killed something! Consider taking a shot of Liquid Courage for your last action.
I really love having Alyssa Graham plus Drawn to the Flame and Delve Too Deep, especially solo. When playing two-player, it's only half as effective for Delve Too Deep, but still better than nothing. I leave out Scrying because I feel like Jim doesn't have the time to spare, and I hate hate hate the moments when you Scry only to have to shuffle the encounter deck very next thing. Boooo wasted actions! Boooo encounter deck! Also, getting Jim to 4 Intellect is pretty solid, esp if you have a Flashlight.
Defiance is an amazing card for Jim's ability, and your first addition (if you can get 8xp) should be a couple Grotesque Statues for even crazier success odds when used in combination with Defiance. Also, "No." is very good flavor text, obviously. Emergency Cache, Song of the Dead, and Blinding Light are usually my next marks for upgrades.
All in all, I like playing with Jim, but I do struggle with him solo. This is the best deck I could come up with that doesn't leave me with a bunch of dead cards half the time. Liquid Courage might not be the best fit for his fifth OOF card, but Jim's Trumpet is so unreliable that I'd rather just use the latter for the icons and the former for the actual horror management.
4 comments |
---|
Jun 04, 2017 |
Jun 04, 2017Nice deck you've built, care to share some experiences? Compared to agnes, Jims balanced fight and intellect stats allow him to fight and investigate easier challenges without using spells. I'm curious about the Axe, as it consumes lots of ressources, but you've also got some expansive cards cards in the deck. Wouldn't the Machete or Baseball Bat be a better idea? You're not using jims other hand, so the peace maker shouldn't be a problem. How do you investigate shroud 3+ locations? I don't see one flashlight getting all clues at such places. You may consider replacing the Dog with Magnifying Glass. |
Jun 04, 2017I considered the Machete, though I haven't tested it. In practice, I like being able to get a weapon out for cheap, and then having the option to pump in resources in a must-pass test. Since Jim passes tests where he is break-even or one-over the difficulty more often than other investigators, I find I don't have to dump a TON of resources into Fire Axe to make it worthwhile, especially solo when I'm engaged with multiple enemies. I've always been turned off by the Baseball Bat's symbol drawback, but I just realized that maybe Jim's ability negates that? Does it? Anyway, I do want to have that second hand handy for a Flashlight or Jim's Trumpet. That being said, Magnifying Glass is a great suggestion. I might test that out tonight. So, re: 3+ shrouds, if I can get Drawn to the Flame in hand, I'll obvi drop that. Otherwise, and if I also don't have Alyssa Graham out, I am really not against committing every appropriate card in my hand to get a clue. I've only ever played on Standard, and I am usually lucky enough with Jim on that difficulty. Thanks for the suggestions! |
Jun 05, 2017Jim's ability only modifies the value of , it does not alter it's effects. Should the ever have a positive modifier, jim would even negate that... His ability would need to be worded like "treat token as "0" token, instead", to avoid the peacemakers's discard. I see your math now, his ability does make success with +1 more likely (though it's still not enough for me). However you don't have many cards to commit with , you might consider more on that side, like Perception? Jim's pretty corageous, so you may cut Fearless? Should your alcohol problems take over, these will force you to remember why you're there. |
I had to laugh so hard... "with the things she likes to do in mind" in conjunction with the drug addiction, the catholic attitude and some other questionable assets, i think you must be a very tolerant man to stay with her!
Keep us updated how she performed on the scenario :D