Card draw simulator
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None. Self-made deck here. |
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EzieBaikUben · 558
One for All
Using a single set of cards, I've created partial deck templates for (nearly) every single investigator in my collection. Find the rest by searching the deck title "One for All". The last section of these notes also includes a brief description of the pros and cons for its respective investigator, including suggested archetypes and cards to complete the deck. In order to publish the decks, I'm required to have all 30+ cards, so any of the higher level cards are only included as filler and aren't actually intended for use. If going through the amount of setup required to organize these decks isn't your thing, I hope they'll still serve as a showcase of some of the most effective cards for each investigator!
Why?
Deck building takes time. This allows you to do a lot of the work in advance so you and your group can get playing the game faster!
Choosing cards can be intimidating, especially for newer players. This setup helps showcase effective card synergies for newbies, and gives experienced players who still want some control over their deck a solid starting point they can quickly build from.
By utilizing a lot of cards that don't normally see play, each investigator feels more unique. Some "bad" cards still haven't made the cut, but leveraging each investigator's strengths instead of relying heavily on having universally strong cards gives each investigator a more distinct flavour.
This setup can help ease some of the burden of having a lot of your staple cards locked down into a few of your decks while running multiple players across multiple simultaneous campaigns. This gives players more options even after a few decks have already been made.
It gives you the flexibility to complete decks based on varying team compositions and campaigns, which is harder to do with full pre-made decks.
Why not?
You want a maximally optimized, hyper-synergistic deck. I play these decks true solo on hard mode, and it is challenging but possible. They're great for standard and easy, but most of these templates will struggle in expert.
You don't care much for organizing. Getting things organized in advance, and then post-campaign can be more of a chore depending on how you normally set things up.
Your collection is wildly different than mine. Odds are very good your collection will differ from mine. I've included some considerations to take when modifying these templates to suit your own collection, but for some whose card pools are quite different, it may not be worth the additional tinkering.
Making the Templates Your Own
Every template was designed with 17 level 0, non-permanent cards in mind. This was calculated to utilize as many cards as possible with my own collection while still managing to keep my sanity above zero. The rules and numbers listed on these decks are only a rough guideline. There's no reason to stress over things lining up perfectly and results will vary based on what's in your collection and how much tinkering you want to do.
If you simply wanted to dedicate a handful of key cards to each investigator they could be very small. I wouldn't recommend going higher than 17 cards though - unless you're a masochist. Lola Hayes was also left out of the equation to avoid over-complicating things. For reference: if you had every player card player card released for standard retail by FFG (with a Revised Core set) you'd be looking at roughly 1000 level 0 player cards spread out amongst 55 (non-neutral) investigators, which equates to approximately 18 cards per investigator.
You could easily just slot in the cards that match your own card pool and leave it at that. You'll want to double up on some of the cards in each deck if you have a smaller collection. If you do want to get more in depth, the first thing you'll want to do is figure out which card sets we have in common. I currently own every card set in chronological release up to and including The Forgotten Age, as well as The Edge of the Earth, and Investigator Packs for Jacqueline Fine and Stella Clark (Jacqueline is particularly useful for fleshing out the mystic decks as she comes with a lot of basic level 0 spells, which are sorely lacking from the standard investigator expansions).
To begin, you'll want to create your own copy of each "One for All" deck I've created, and go through each - removing any cards that don't match your collection. If you have cards not in the sets listed above, or you're missing investigators (which frees up cards from their respective templates), you'll need to either write up a list of these, or more simply you could put together all the actual unused cards in your collection.
Next, if you have any investigators I haven't featured, you'll likely want to flesh their decks out by scouring my existing decks for obvious synergy choices (horror healing in Carolyn Fern, for example), ideally without removing any cards that already fit well in their respective deck. Then you can start adding leftover cards until you hit the desired deck size for each investigator. I've tried to make each card unique for nearly every investigators; but with smaller collections you'll find that having 2 copies of key cards is necessary for most decks.
Depending on how many cards you need to re-assign and how intense your process is, this can get complicated pretty quickly. A few pointers:
- Get the obvious cards out of the way first. (Tome Synergy for Daisy, damage soak for Mark, etc.)
- I'll attempt to lay out some effective archetypes for each character further down. These should help dictate the not-so obvious card decisions.
- There are only so many of each card type, so distribution matters. The numbers I used should stay fairly consistent between collections and they are as follows:
- Hands - 2-3
- Accessory - 1
- Body - 1
- Arcane (Almost exclusively for Mystics) - 2
- Ally - 2
- Unslotted - 2
- Events - 5-6
- Skills - 3
- These numbers will fluctuate for each investigator and class (i.e. Guardians use more hand slots, Mystics less)
- I like cards with stat buffs in investigators who need them most (those with 3 or 4 in an important stat). It's not necessary, but I think it's a good guideline.
- Cards like Unexpected Courage or Emergency Cache that apply generally to a wide range of investigators make great filler to pad out deck sizes at the end of the process.
Playing with your Decks!
- Pull all the other decks you've made that match your investigator's primary class and start populating your deck with suitable cards from those. Then you can do the same with any secondary/splash classes.
- Find duplicates of all the best cards that fit the archetype you're building for. If I'm setting up decks for new players, I'll have them start by simply hunting for doubles of cards already in their deck.
- Design for your team composition / campaign and prioritize cards to suit. For example: if you're playing a fighter on a team of 3 and only have one strong clue-getter, you'll probably want a few extra cards that help you find clues.
- Be mindful of your card types. The above listed distribution isn't perfect, but when in doubt, keep the ratios fairly similar, noting any differences your specific investigator or class might require (i.e: Mystics accounting for arcane slots, or oddballs like Sefina who love events)
- I've purposely tried to leave 1 or 2 splash slots ("Up to 5 of X class") on applicable investigators open for customization, so don't forget to fill those out!
- If you're more comfortable, and really want to optimize you can obviously replace cards from these presets as well.
How to Organize
Everybody is going to have their own system, but I've gone ahead and placed each class in its own stack, with the investigators at the head of each deck in order of release, and reversing investigator specific cards to keep them clearly separated. Colour coded card sleeves really help keep things organized, but they aren't necessary and can even be a nuisance when you're removing cards from off-class stacks to fill out your campaign-ready decks. You can also build dividers out of cardstock, cardboard, or whatever else you have handy and disperse them as liberally as you see fit.
Investigator Specific Tips
Some might think Hank a simple farmhand. I'm here to say he's anything but! First thing is his unprecedented 5 combat in a Survivor, a class with limited weaponry options that gains a lot from having a headstart in the fist department. His basic ability to take teammate damage is pretty unimpressive, until you factor in that Hank the tank actually gets a total whopping 10 health and sanity, which he can stretch even further since excess damage doesn't carry over to his bonded cards. Those bonded cards more than make up for his lacklustre starting ability; granting him even more impressive stats, aaand a much deserved reward for doing what he does best: taking a beating! While his Warden form is what you'll be wanting majority of the time to smash beasties better, you have some added flexibility with his Assistant card if you know there's not much fighting, or you need to soak up some extra horror.
Up until that point Hank reaches his "final form", his ability doesn't generate as much value as your average investigator, and you'll never be that excited to see his elder sign. The impact Hank has in the first half of a scenario is going to very much depend on what cards he's drawn, and with his limited cardpool, options for weapons are somewhat lacking when compared to other fighters. Another Hemlock investigator with a nasty weakness, Hank's search for Pa has potential to really sideline your gameplan. Burst damage or horror healing are welcome options to have on standby before you realize Pa's gone missin' again! Also, for some reason the designers decided to give big Hank a big ol' deck, so consistency is not his strong suit.
Some archetypes that work well for this template:
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The Farmhand - Take a lickin' and keep on tickin'! Hank can naturally take more abuse than the average investigator, so make sure you're taking cards that let you profit from that damage, transfer it, or reward more haphazard play. You should always be fixin' for your next fight, and you're not trying to get hurt, but it should feel good when you do! He excels even further in teams where he can bodyguard one or more investigators, allowing them to focus entirely on their book-lurnin'. Just make sure you bring enough soak and healing to compensate for the extra whoopin's you'll be takin'!
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The Warden - You have 5 fist, and you're gonna have 6(or more!) by the time that boss shows his ugly mug, so use it! Bonus combat points are okay, but what you really want are cards that increase your damage output (hint: many spirit cards can do this). This burst damage not only allows you to bring down big bads in the 3ish turn window you have to utilize your resolute advantages, but it's a great way to counter your weakness if it spawns an unnaturally beefy elusive enemy.
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The Assistant - A good assistant should always be able to keep themselves busy. You'll still likely be sheltering friends and picking away at monsters, but you should also have a good tool belt of support cards, skill boosts to cover your teams weak-spots, and enough soak / healing to sustain you past the finish line.
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Survivor Flex - Whether playing solo or with others, the survivor class has an excellent selection of cards to easily allow a dumdum like Hank to grab clues off of 1, 2, and even 3 shroud locations. Shroud reduction, "fail by x", and even cards that reward failure are great supplements that allow Hank to pick up some extra clues, when he's not busy shaking down cultists for Pa's whereabouts.
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Cards in this template worth having duplicates of: Pitchfork, Sledgehammer, Cherished Keepsake, Leather Coat, Sparrow Mask, Improvised Weapon, Pushed to the Limit, Wrong Place, Right Time, "Let me handle this!", Long Shot, Stunning Blow, basic neutral skills
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Excluded cards worth adding: Bandages, Baseball Bat, Dark Horse, Fire Axe, Flashlight, Madame Labranche, Matchbox, Mysterious Raven, Old Keyring, Peter Sylvestre, Schoffner's Catalogue, Talisman of Protection, "Look what I found!", Calling in Favors, Emergency Cache, Live and Learn, Lucky!, Perseverance, "Not without a fight!", basic neutral skills, "desperate" trait skills, Resourceful, Take Heart, Inquiring Mind, Quick Thinking, "I'm outta here!", Ward of Protection, "Get behind me!", "Get over here!", Clean Them Out, Counterpunch, Glory, Heroic Rescue, Monster Slayer, One-Two Punch, Stand Together
Great work! Well thought out :)