Card draw simulator
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None. Self-made deck here. |
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Skid_the_Drifter · 144
What's this "one core" abomination deck? What's this about "leading the blind"? Seven hells, does that deck even work? Yes, yes it does. And I'll tell you why.
This deck is specifically made for one purpose only: to lead "the blind" in 2+ game. Who's blind? Well, it can be anyone: your mother, girlfriend, anyone first time playing this game or first time playing any card game, in fact. You can even (and I strongly advise you to do so) make them lead investgators, just for the fun of what it brings in terms of flavor. This deck provides means to guard them from the atrocities of the encounter deck. The general rule is: you are the shield that guards the realm of man, which is only slightly different from regular Zoey (guarding and slaughter have many things in common, so I'm told). Why this deck works:
- Prepared for the Worst is your best friend. That card alone made single core guardians 100x better (and I did precise math on this). Truth is, you want A WEAPON on yourself from turn one, and you want it to be decent. Sorry Knife, you don't have what it takes. Being prepared means we are...
- Ready to kill. This is your bread and butter. If there's something out there, you just go there and kill it. At the start of the campaign, your regular 4 strength will be enough. With a proper setup (like a weapon plus Beat Cop), you look for 5 to 6 base strength. Not enough? Pump it up with Physical Training!
- Willpower is your friend. If there's anything I learned from Dunwich cycle, is that having 4 willpower makes your life easier, even if you are worse at other things. If your duo has willpower 4, you will be fine for the most part. We also pack quite a lot of willpower on cards, just to make some mythos phases a breeze.
- Horror protection. Zoey is chubby enough to take a hit, but her mind is more fragile. That's why we splashed horror heals: Fearless, Clarity of Mind, First Aid, "If it bleeds...". To be honest, I'm not a great fan of slow cards and when we'll be considering upgrades later in the guide, they are the first to go. What I do like however, is a single Smoking Pipe. Conversion between health and sanity worked pretty well for me in clutch moments.
- Get out of jail cards. Meaning mostly Dodge and Hypnotic Gaze. Dodge is excellent, Hypnotic Gaze is more expensive, and for the most of the time does the same thing, rarely triggering - but it can still save your, or your partner's life. Can't go wrong with that.
- Cheap cuts. In terms of resources, from the midgame onward, you'll be swamped in resources. All those little birds and tentacles engaging you will nicely go right into your pocket, thanks to Zoey's special ability. Which also means we can get fancy with some upgrades later on.
With that said, what this deck is bad at and how do we help that?
- Clues. Your ability to gather them is greatly diminished ("pathetic" is also a damn fine description). Having Flashlight can help you a little, just like Drawn to the Flame - the latter being the one stop shop at getting few clutch clues ASAP. With that said, this deck works because your partner is hopefully on more relaxed duty of getting clues.
- Movement. If you're used to flying all around the place, this deck is not for you. It requires a proper plan and a little bit of thought, otherwise you might find yourself unable to protect your partner. Might end up with a divorce, so plan your movement well.
- We do not yield. If you've engaged something, it has to die. There is no backup plan, no fancy combos of evades and moving 3 locations away. Killing is your plan A and there is no plan B. Luckily, we're good at killing. Phew!
One core friendly deck is important from my point of view, simply because not everyone makes the commitment to own 2 cores from the start, and to be honest, even later. From my observation, people are fine with buying small packs, rather than taking second core. However, if you own second core, here are some considerations: second Machete, Dodge and Beat Cop. What can we cut for it? I'd happilly cut cards that I consider slow or inefficient. Clarity of Mind and First Aid are first on the chopping block. I wouldn't even mind dropping Physical Training, because of the proposed later upgrade route.
Let's talk upgrades then. We want to do better at all the things we want to do, which can be achieved by killing monsters, of course, but we also want to look out for our fellow investigator. To boost our killing potential, I strongly suggest getting Zoey fine glasses (Keen Eye). Boost once, and kill for your whole turn or get your money back! ("get your money back" not guaranteed) Later on, you might want to get a BBG - Big Bad Gun. So far I only had the oportunity to sport a single Shotgun, and it was a blast - especially in Museum (which usually is awful for Zoey). There's nothing funnier than blasting your nemesis back into the abyss in one action. In few months though you might consider Lightning Gun instead. Having Prepared for the Worst allows you to have some certainty with those singles in your deck. If you're rolling single core, getting improved Beat Cop is also worth the thought. That's it for killing. When it comes to support, What better upgrade than Stand Together x2? Having that in your opening hand greatly improves your initial setup which is so important when you have such a simple yet demanding role. Plus, your partner's gonna love it. If you draw it in the late game it might look like a stump, but really, when 2 willpower icons were bad for anyone?
Looking forward to this thursday, I hope to get my hands on two copies of "I've had worse…", been saving my XP for that. It's yet another deflection in your deck, and it's so good you wouldn't believe. It's free and it can even give you resorces to later pump up your keen eye for a turn. You'll laugh in the face of danger. Or at least I hope so.
Which investigators pair well with this deck? I mentioned earlier that I highly value having 4 willpower, but don't be discouraged. I haven't tested this with all investigators, but my only advice would be: don't put your fist timer on "Skids" O'Toole. I love that guy, but damn, does he suffer from his low willpower. My strongest recomendation would be "Ashcan" Pete. Why? Because you don't have to be good at the game to play him satisfactorily. Playing Pete has a very distinct flavor, you don't have to understand combos and know all cards to be effective. You just let the dog work, and somehow, it all ends up well.
And that's about it. Thank you for your time, and happy hunting!
8 comments |
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Jun 04, 2017 |
Jun 04, 2017The classes guardian and seeker are very beginner friendly, as both have clear roles, kill monsters (guardian) or gather clues (seeker). Most of the the time, these are the 2 things you need to win the game. So it's also pretty clear whom to play with, either guardian or seeker, so both can over the others weakness. This also guaranties are pretty good first experience for both players, unless you're unlucky with the encouter deck. |
Jun 04, 2017
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Jun 04, 2017Yes, i can very well imagine your charismatic gal patch up her unlucky fellow with a smoke in the corner of her mouth and telling him with an intense look that she is always looking after him and that he can do better next time! |
Jun 04, 2017My bad, somehow i got it the other way around, like this is the deck for new players and the question would be, what character should the other player use. It's a nice idea though, there's so many cards now that can protect other players or yourself, i hadn't considered such a deck yet. I'm wondering about the consitency of the deck however, because you got all cards only once. Do you draw the right card at the time...? Have you played this deck yet? You might add Preposterous Sketches, to restock cards, should you run out too qickly. Regarding "TrAshcan" Pete, Scooby Duke is awesome. I've played him a few times and must say, you save so many actions by having a weapon in play from the start... you just need to protect him from nasty encounter cards or he might get sacrificed permanently. |
Jun 04, 2017
In all seriosuness, I'm up to date with Dunwich cycle with this deck. In last scenario I had the pleasure to draw all my weaknesses in first 4 turns of the game (one of which was Amnesia). And we still aced it somehow, to my surprise. Even with terrible draw for multiple turns, you can survive and control the board if you sacrifice your first turn for the setup. In terms of worst weakness for this deck, I'd say that Indebted must be the worst simply because it screws up your first turn so badly. If you get a Machete you're golden, but if you are forced to get it through Prepared for the Worst, suddenly having only 3 resources is crushing. |
Jun 04, 2017
We can argue some cards being in here, for example Defiance. Is it really that good? Not really. Does it provide some very unique bad luck protection in a single moment that may win or lose you the game? It sure does. The greatest problem with having singles is when you can't do your job very well. Guardians, and especially Zoey, are complete if they have a weapon. After your first scenario, Keen Eye is there to make your life a lil bit easier. It may look clunky, but the key thing is you are good at dealing with encounter deck from the start, because encounter deck emphasises dealing with enemies and passing mostly willpower tests. And with that deck you can manage just that. The moment I'll have to deal with agility based tests, I might as well dig meself a comfy grave. |
Jun 05, 2017With only 1 core set i agree that preparation is necessary, but should you ever get a second one (or proxies like i do), i'd rather go with a second copy of both weapons. This saves you the ressource and action to play Prepared for the Worst, as you would've drawn a weapon otherwise. I had this card in my jenny deck for 6 games, but played it only once. In all other times, i had a weapon in starting hand. tests usually deal physical damage, so it's not a real problem for zoey, with her high HP and mitigation you've included. Keen Eye is the only permanent talent that boosts both game winning stats, so if you had more stuff to increase your income, you might become decent at investigation for a single turn. Spend 6 ressorces for +3 investigate for 3 actions or something like that. Did you consider Shortcut or Elusive? The first lets you move with an enemy, but as "fast" does not provoke an OA. The second lets you leave an enemy when you're in a crisis or move closer to another player at the other side of the map. Especially helpful in big scenarios, like venice or boston. |
Just had to give you a heart straightaway for this great idea of creating a beginner friendly deck constisting of only 1 core set! I am pretty sure that any newcomer will like to play her. And as most people unfortunately gauge a game after playing it the first time with the degree of "success" they had, your deck will certainly recruit more Arkham partisans! Good job, Zoey!