Card draw simulator
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None. Self-made deck here. |
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None yet |
birdfriender · 1008
I had this idea for a Diana Stanley deck after I realized how potent "Eat lead!" is with her ability.
The aim of the deck is to utilize some of the Firearm synergy cards such as "Eat lead!" and Marksmanship which also happen to feature that all important "ignore" phrasing. This deck was build as a 19xp standalone deck but is definitely suited to campaign play too.
Card Breakdown:
.32 Colt while the lack of a boost on a 3 investigator hurts a lot, the high ammo count actually means this maths out really well with "Eat lead!", spending 3 or 4 ammo to fish for a 0, -1 or lets you hit most reasonable combat tests. For tougher enemies there are other options in the deck.
.45 Automatic this is the best card in the deck, the +2 is very important for letting us fight without other boosters, and then when we're down to our last shot we can try to shoot a retaliate enemy and tuck the gun away for a card and a resource.
"Eat lead!" this is the fulcrum of the deck and basically the reason its worth building. It costs 0 resources to play, basically guarantees us a fight action and then refunds us a card and a resource. Even better, once we find our special we can do it all over again.
Twilight Blade Diana's special is a big part of the reason this deck works so well with her rather than any other investigator. It can be fished out with Prepared for the Worst and it lets us re-use our Marksmanship, "Eat lead!" and even reset our .45 Automatic. It's also the reason we dont play Flashlight, you want to have a gun in one hand and a magic sword in the other, both of which you are trying to fish out ASAP, so there is no room to be playing other hand assets.
Stat boosters Diana only has 3 and we're going to be relying on it all game, we need some way to get her up to 4 or 5.
"Let me handle this!" this deck at its core is the ultimate guardian deck. If our teammate draws a treachery, we can take it an beat it, if they draw a monster we can take it and shoot it, if they draw anything else we cancel it. This helps give us options and save us actions doing all of that.
Testless clues we dont want to dedicate time actions and resources to getting clues mostly, because we are trying to deal with everything else. But sometimes we will have off actions or sometimes there'll be high shroud locations and these can let usefully engage with those. These aren't priorities and can probably be cut for other cards if you think your team will have clues down.
Upgrade Path:
This was built for standalone but if you want to build into it in a campaign, I would say the core xp cards are "Eat lead!", .45 Automatic, and Ward of Protection.
Future Changes:
Warning Shot from Union and Disillusion seems like it could be good. It's a strong combo with Dynamite Blast to herd enemies into one location to really get em with the dynamite. I expect I will try to find room for those two cards somewhere in here when that's released.
If they release another gun that Diana can take then it's an instant include, the biggest weakness this deck has is struggling to find its guns in her massive deck.
8 comments |
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Feb 18, 2019 |
Feb 18, 2019You also can't use Twilight Blade to reset .45 Automatic because it specifies "events or skills" |
Feb 18, 2019
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Feb 18, 2019In my experience, you really can't reliably count on her willpower for asset spells. I run just storm of spirits because it is only useful mid to late game and it is a test you can spike once and forget about. Also, you always will select the lower fight value to make it fire. I am not a fan of shriveling with Diana because her sanity is taxed heavily by playing ward of protection 2-3 times. Your mileage nay vary. But I have had the most success embracing her guardian side. |
Feb 18, 2019Seal of the Elder Sign also helps recycling .45 Automatic, though the bigger problem would be running into an enemy with retaliate in the right moment? Extra Ammunition and Venturer would be more reliable for this situation. |
Feb 19, 2019
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Feb 19, 2019Yeah, but gimmicky is still very entertaining. Obviously this is one of those. I don't have enough experience with her yet, but her climbs very quickly from when I have played being a four usually by end turn 2. At that point forward she is your average mystic investigator and just gets better. I think there is something to be said though about early game coverage with some guardian cards in a standard build though. This is fun, and a nice additional way to look at it. |
Feb 19, 2019The new Rogue/Guardian Gun they just spoiled on Drawn to the Flame is absolutely perfect for this deck! When i said any new firearm was an auto-include I didn't expect it to be this good! |
An interesting deck with the usage of gunfire, but it doesn't really take any advantage of her at all. A couple assets in there to deal with enemies or clues with her would help her out in the long run.