Calvin Wright

INTRO

I love a deck-building challenge, and wow, does Calvin Wright present one. In preparing to play him, I’ve read through his cardpool (with some new playthings from The Drowned City) and watched a number of review videos, most of which put him in F-tier. Sad.

But! I was inspired by Quick Learner’s video which encouraged people to think outside the cluever vs. fighter binary, and there is a niche that I wondered if Calvin could uniquely fill – being the soak for the entire team. The idea: what he lacks in action compression, he could perhaps provide to others by letting them save cards they would otherwise commit to skill tests, take opportunity attacks with abandon, and more. Here’s the deep, wild ride my brain went on to get there:

BEST-CASE CALVIN: 7/7/7/7

Without any shapeshifting, the max Calvin can normally achieve is 5’s across the board, living on the razor’s edge. Add in a Five of Pentacles for +1/+1, and you’ve now got 6’s. You could push this even further with Anna Kaslow or Moon Pendant – either give you an extra tarot slot, but Anna ALSO fetches one of your 5oP as she enters (and provides a little soak). Anna + two 5oP means you could achieve 7/7/7/7 with Calvin. I’ll let you decide if that’s worth building around. :)

PART I - POWERING UP: TAKING DAMAGE & HORROR

Calvin won’t be passing many tests until he’s battered and bruised, so most people focus on hurting him as fast as possible.

There are a several non-deck ways to take damage & horror that are important to remember upfront:

-Trauma (adds damage/horror at the start of the scenario). In the Thick of It can jumpstart you here (though many people think it’s overkill and playing with fire since his signature weakness Voice of the Messenger will accumulate plenty). If things get too dicey, the new card Spiritual Healing can walk you back from the brink, but for some reason you can only buy it once.

-Attacks, including opportunity attacks you intentionally trigger, or your comrades’ missed attacks on enemies engaged with you.

-Encounter cards. (If, like me, you figured that you’d like to fail every mythos test to take damage/horror, remember that there’s much worse things the encounter deck can do to you than dish out pain, like discard your assets, siphon your actions, or lethally for Calvin, give you -1/-1 on health/sanity.)

-Spooky tokens, depending on the scenario.

-Drawing your whole deck, and taking 1 horror to reshuffle the discard pile. Not impossible to do if playing Short Supply, but drawing the signature weakness more than once a scenario might actually just kill you before the campaign’s through. Eek.

Cards that help Calvin take damage/horror include:

-Spirit of Humanity: does double duty with fast-action damage+horror for 2 bless, OR fast-healing to dodge death in a pinch at the cost of 2 curse tokens. It’s not unique, and without much competition for Arcane slots, Calvin could theoretically have two of these out.

-Purifying Corruption also does double duty – the treachery cancellation doles out 1/1, and intentionally drawing an encounter card with the second effect can lead to more damage/horror (but see risks of encounters above). If you don’t need the healing, you can remove a corruption to keep cancelling treacheries.

-Solemn Vow: Because it’s myriad, free, and fast, you can give it to each of your companions (even in a 4p campaign!) to shunt damage/horror from their investigator cards OR any card they control to you or cards you control. Effectively healing your comrades’ Guardian Angel, Field Agent, or Guard Dog can be super valuable, beyond just keeping their investigators tip-top.

-Meat Cleaver: Another double-duty card that can both hurt & heal, and rewards you with bonus accuracy for being slightly cuckoo.

-Fickle Fortune can remove a doom from the agenda if everyone takes a DIRECT damage + horror; but, your friends won’t be too mad if you’ve already passed out your Solemn Vows.

-Force an attack with A) Toe to Toe: Two test-less damage, and the enemy first makes an attack against you, B) Fend Off: to permanently evade an enemy at the cost of an attack.

-Redirect attacks to you with "Get behind me!" and Heroic Rescue / Heroic Rescue. GBM cancels an incoming horror (a little awkward in Calvin), but HR lets you ping the enemy for 1 testless damage.

-Draw extra encounter cards (buyer beware)! Take a friend’s encounter (including monsters) with "Let me handle this!" or the effects of their failed encounter test with Self-Sacrifice; Nature of the Beast gets a clue, and you can choose which of the top 3 encounters gives you the right damage/horror (or pass an easily-handled one to a companion); Shrine of the Moirai trades encounters for up to 6 cards from your discard; the new Deliverance lets you load up on encounters one turn, and skip drawing encounters next turn. Could be a sick turn 2 play if your health/sanity totals are still high!

-Ward of Protection / Ward of Protection force you to take a horror at resolution, which is more of a boon in Calvin.

Cards that inflict damage/horror/trauma but probably aren’t good:

-Makeshift Trap - Explosive Device yourself for 3 damage. Silly and situational but funny.

-"Devil" can also explode to deal 2 damage to everyone and everything nearby, including you.

-Mysterious Raven can testlessly get you clues for horror, but will feel bad if your ally slot is already full.

-Go out with a bang via "I'll see you in hell!" (delete enemies for physical trauma) or Ghastly Revelation (vacuum up clues for mental trauma). But probably unwise for the same reasons as In the Thick of It (above).

-Blood Eclipse / Blood Eclipse can add 2-3 damage to you for a big swing, but awkwardly the damage you take as cost won’t contribute to this card’s skill test, since it uses head instead of fist (which scales with your horror, not damage).

-Dream Parasite. But first you need to draw your 1-of Nightmare Bauble, THEN play it, THEN pull an auto-fail, THEN draw the Dream Parasite. A little far-fetched.

-Forbidden Sutra lets you take up to 3 horror-for-additional-tokens on each Spell event skill test, but Calvin doesn’t have access to very many Spell events that actually require skill tests.

Cards that trigger/benefit when you take damage/horror/attacks:

-Sparrow Mask replenishes an offering whenever you take damage/horror, meaning you can probably have +2 head and foot for most of the game.

-Bangle of Jinxes can give you +2 skill value on a few tests if you keep provoking/enduring attacks.

-Lesson Learned can grab you 2 testless clues after an enemy attack damages you (includes opportunity attack!).

-"I've had worse…" converts cancelled damage/horror into up to 2-5 resources.

-Blood Will Have Blood can draw you cards depending on how much pain you or your non-ally assets take from a single attack, but it seems hard to get value with it reliably.

-There are a number of other cards that just cancel damage/horror (with no bonus effect) considered further below.

Cards that care how much damage/horror/trauma you have:

-Fight or Flight boosts your fist and foot for a turn according to your horror (note: these are the stats natively boosted by Calvin’s damage, rather than horror, total)

-Key of Ys has been unfortunately mutated to oblivion, but would’ve been a nice sink that further boosted stats.

-Providential could add a max of 5 blesses to the bag (7 if you’re dual-wielding tarot cards) on a successful skill test, but the XP cost and success requirement are rough.

-The almost-insane suite of skill cards can also be used in Calvin since getting him to 3 or fewer sanity is part of the game plan: Desperate Search, Reckless Assault, Run For Your Life, Say Your Prayers.

PART II - DEATH INSURANCE: HOW TO NOT RANDOMLY DIE

Ok, so you’ve built up solid damage and horror and are feeling pretty strong. Now, how do you survive?

There are (at least) two big threats here, even with endless soak assets in your play area: treacheries/weaknesses that reduce your printed health/sanity can instantly defeat you, as can effects that force you to take DIRECT damage/horror. Calvin’s signature and some other cards can insure against the latter, but the former is very scary unless you know the contents of the encounter deck and can play more conservatively.

Soak

-Jessica Hyde & Peter Sylvestre / Peter Sylvestre can provide endless damage & horror soak, respectively, along with some nice stat buffs.

-Precious Memento and Precious Memento offer another soak asset(s) that can heal itself, and you can play both with Relic Hunter or Occult Reliquary.

-Hunting Jacket serves as both soak and resource gain.

-"Devil" and Guiding Spirit seem awkward since they force you to remove/assign damage/horror from Calvin, though when Devil explodes he gives 2 of it right back to Calvin (along with any nearby frenemies).

-Profane Idol (horror) and Improvised Shield (damage) can be useful, recur-able soak that you don’t mind discarding or sending to the discard off of Short Supply. The most obvious discard outlet would be Idol of Xanatos, but sadly it’s also an accessory. (Relic Hunter could help I suppose.)

-Leather Coat, Cherished Keepsake, etc. don’t really provide any additional benefit other than being cheap.

Healing

Healing is a little counter-intuitive in Calvin, unless you’re planning to soak everyone’s damage & horror or staving off defeat. Healing can be useful to equalize damage/horror values when you want to trigger 1/1 ping effects like Spirit of Humanity.

-Spirit of Humanity (above)

-True Awakening is extremely useful for damage/horror healing, card draw, and/or a testless clue grab, all of which Calvin can use. Yay drifters!

-Wrong Place, Right Time can offload excess damage/horror to Jessica/Pete/Mementos, etc., and maybe even draw a card or two.

-Earthly Serenity / Earthly Serenity can offer big chunks of healing, but only if you pass tests. (By the time you want healing, you’ll probably have high willpower, though.)

-Ready for Anything at its best is draw 2, heal 1 horror, while Second Wind heals damage and draws.

-Short Rest can heal allies or investigators, which is neato.

-Manipulate Destiny is more likely to heal if you’ve been blessing the bag with Spirit of Humanity, but you might be able to land 2 points of damage if you’re lucky. (But Favor of the Sun / Favor of the Moon let you choose which to resolve, if you play them.)

-Painkillers & Smoking Pipe can let you juggle your horror/damage, but without a natural way to heal one or the other, it’s probably not worth it.

-Thermos is so expensive, why?? (Though Calvin can quickly get the bonus-trauma effects.)

Cancelling Damage/Horror

Even direct damage/horror can’t kill you if you cancel the damage! This might be the sweet spot for Calvin.

-Idol of Xanatos can cancel up to 3 damage/horror per turn, as long as you have the same number of cards to discard. A Glimmer of Hope / A Glimmer of Hope can solve that problem for the low, low price of 1 resource/turn once all three copies are in play!

-Talisman of Protection can cancel 2 incoming damage/horror, if it would defeat you. If Calvin is operating on the razor’s edge of max stats, these would-be-defeated effects will usually be live when you’d want to use them.

-Perseverance: up to 4 damage/horror that would defeat you.

-"I've had worse…" (above)

-Spectral Shield to cancel 1 damage/horror; note that without an asset with charges, this won’t stick to the board after the first cancellation. (Earthly Serenity (above) is probably the only card Calvin would consider here.) Note also that the effect to cancel is forced, so if it DOES stick to the board it will prevent Calvin himself from taking any more damage/horror and eat up all your charges.

-Delay the Inevitable cancels one instance of all damage/horror dealt & you can keep it out if you’re willing to pay 2 resources each turn. Can also give it to a friend (but can only be played during your turn)!

-Devil's Luck cancels up to 10 damage/horror, but gets exiled.

Mythos Protection

Since Calvin won’t be passing tests early in the scenario, it’s important to have a plan for nasty encounters that require a skill test. Later on, mythos protection is also great insurance against those -1/-1 type effects.

-Ward of Protection (0) & (2) (above)

-A Test of Will / A Test of Will

-A Watchful Peace, if playing bless cards (Spirit of Humanity alone can get you there)

-Purifying Corruption (above)

-Alter Fate / Alter Fate, but they can’t save you from a health/sanity reducing treachery in your play area.

PART III - BASE 0s AS A STRENGTH?

Because Calvin’s ability adds bonus modifiers onto his base stats of 0, anything that lets him test at a different base value can produce very high numbers.

-Trial by Fire / Trial by Fire, and The Red-Gloved Man to pump base skill values for a turn.

-Miss Doyle’s army of cats lets you test with a base value of 5 once per turn in their associated action.

-Signum Crucis gets maximum value in Calvin, adding bless tokens to the bag equal to the difficulty of the skill test. Combo with Drawing Thin for two extra tokens!

-Against All Odds lets you insulate from the auto-fail by revealing additional tokens.

-Rise to the Occasion / Rise to the Occasion will pretty much always be live unless you’re testing 1.

PART IV - WHO NEEDS A TEST?

Testless cards also really shine in Calvin, being useful whether you draw them early or late:

-Mano a Mano / Mano a Mano, and Quick Shot (weirdly a Spirit card?) for testless damage.

-Elaborate Distraction for testless damage and/or evades.

-Lesson Learned (above), Mysterious Raven (above), Nature of the Beast (above), and Burn After Reading for testless clues.

-Stroke of Luck for an auto-success.

-Gumption, Old Keyring, & friends can turn 2-skill tests into auto-succeeds.

-Ancient Covenant + Favor of the Sun in a bless-heavy deck can get you up to 3 auto-plus-2s, which will be an auto-succeed if you know how to count.

-Will to Survive / Will to Survive to dodge the chaos bag entirely, and again rewarding the ability to count.

-Dumb Luck / Close Call can yeet an enemy back to the encounter deck, and don’t require Calvin to pass a test.

CONCLUSION

I still have no idea how I’m going to build Calvin. XD

Super-soaker-tank-Calvin, with all of the self-healing assets and damage/horror redirection cards? Seems fun, if not super viable.

Blessed-be-the-fruit Calvin, with Ancient Covenant, Favor of the Sun, Spirit of Humanity, Jacob Morrison, Token of Faith, A Watchful Peace, Keep Faith, Predestined / Providential / Signum Crucis, etc.? I think that would feel too similar to my other boyfriend, Father Mateo, who can make better use of the bless arsenal with his token-fishing.

Big-deck-energy-Calvin, with In the Thick of It + Versatile + Forced Learning + Short Supply (to hide from the signature weakness), paired with discard synergies like Ample Supplies, Lawrence Carlisle, Improvised Shield/Profane Idol, Moonstone, Scavenging, Professor William Webb, A Chance Encounter, Glimmer of Hope, Scrounge for Supplies, Resourceful, Fortuitous Discovery, etc.? Might be cool if I could draw deep enough and then use the shuffle-back-from-discard effects quick enough to never deck out.

End manic rant. What did I miss?

@dewytheduelist thanks for your work on that post. Were planning to start a forgotten game in a month or two and we like to try to use the investigators from a campaign to play it. I had initially written Calvin off but I'll take another look at him after your post. — fasteraubert · 1
I'm having a lot of fun with him so far! And only had to cheat once (I did announce "If I draw the auto-fail here I'm cheating b/c I refuse to die.") — dewytheduelist · 17
Quick-Witted

The amazing thing about this card isn't the skill icons, it's the ability to shuffle them back into the deck. Seekers have a ton of assets that take up no slots, and a ton of card draw/search. At some point in the game your entire deck is either in your hand or on the board, and at that point you probably don't need or want to draw cards anymore.

Therefore, at that point, you can just keep shuffling quick witted back into your deck for a "dead draw" so you'll never have to redraw your weaknesses and you can still commit these cards to get them back into your deck.

kongieieie · 28
Prophecy of the End

Am I wrong to understand that the Forced effect is resolved for each copy of Prophecy of the end ?

Meaning that if you look at 3 cards AND are very unlucky you can be defeated by a single use of her capacity. In scenarios with thin encounter decks (The Untamed Wilds for example), I would seriously consider not using Gloria's capacity until there is a copy of Prophecy of the end in the encounter discard.

AlexP · 293
Since the effect only trigger while using her reaction ability, I believe it's saying that you HAVE to chose it as the card you would place beneath her, which you can only do once per usage of the ability. I don't think coming across multiple allows you to put multiple cards beneath you in one go. — MaleficMarby · 31
Hi!! — Piegura · 7
I'd say that the machanic in this case should be: Let's say you look at all 3 Prophecy in a single trigger of Gloria, and keeping in mind that her ability let's You choose 1 single card from them all -> 1 of these weaknesses must be chosen and putted beneath Gloria, and the other 2 must be discarded, triggering the "if You cannot, discard a non-weakness card beneath her first" part (pratically freeing You from the risk of being defeated + 1 mental trauma). — Piegura · 7
Indeed, it makes sense. — AlexP · 293
Mauser Tankgewehr M1918

The fact that this comes into play already loaded makes me think it's going to be great in WIlliam Yorick, if he can get the economy to pay for it. He can fire it, blow some poor schmuck to hell and back, then toss it into the trash as he pulls out some other sidearm, or a second Tankgewehr in its place.

nictron90 · 11
Yorick can probably get more mileage out of Pushed to the Limit and Sledgehammer [4], which deals more damage and has a higher boost than this. You can then recur Pushed to the Limit with Resourceful (which you can recur with Gift of Nodens, if you wanted to go that way). Overall for a situational big of high damage on Yorick I think there's better assets out there. — HungryColquhoun · 9869
Antikythera

Antikythera is the big Seeker card of TDC, and combos very well with a lot of previously released precision tech. For some flavor, an Antikythera is an Ancient Greek hand-powered orrery (model of the Solar System). It is the oldest known example of an analogue computer (yes I did copy and paste from Wikipedia...). This review is a bit of deep dive, you have been warned!


Pros:

  • Rewards you for passing tests most of the time, with only a success by 0 or 6+ not providing any benefit (with the latter being unusual).
  • The rewards help directly with scenario advancement (a clue on a 1 or 3), or your economy (a resource and a card on a 2 or 4), or whatever benefit you want (free action next turn on a 5). As a result, Antikythera is very likely to refund its cost if played early.
  • Has generous icons, so running a second copy is not a dead card.
  • The Accessory slot isn't too competitive in Seekers, and most of the other good accessories also cost experience.
  • Has the Relic keyword, making it more tutorable.
  • The Seeker class is home to many 'precision' cards which combo with it well and allow for success modification.

Cons:

  • Costs 5 experience.
  • It exhausts, so only useable once per round without support.
  • The success by 5 benefit is arguably the worst one, compared to guaranteed clue compression or a card plus resource.

Deckbuilding tips:

  • Success modification: The Seeker class is home to cards which allow you to modify successes and so achieve the result you want. These include Artistic Inspiration and Steady-Handed, as well as Inquisitive (technically not a Seeker card, but accessible to a lot Seekers). Cards like Analysis can provide do-overs for tests, and off-class cards like Daring Maneuver, Scrying Mirror or Olive McBride can help manipulate tests as well. For signature assets, Lucius Galloway's Book of Verse also manipulates successes.

  • Precision tech: Seekers have access to a number of cards which benefit from success by specific amounts. Alton O'Connell benefits from success by exactly 3 that you'll usually want for extra clues on Antikythera (plus he's level 0 physical soak, not so common on Seekers). Steady-Handed, in addition to success modification, heals horror by a success of 2 - useful in a class which often cycles its decks. Less usefully there's Dr. Charles West III, Chemistry Set (accessible with Relic Hunter) and Correlate All Its Contents. Off-class there's Katana if you feel like getting creative. There's also overlap with the over-success archetype in Rogues (cards like Breaking and Entering ••, Pickpocketing ••, Lockpicks or Bum's Rush) where the threshold of over-success aligns with a succeed-by amount on Antikythera.

  • Readying: There's a few cards which will let you ready an exhausted Antikythera so you can get additional uses in a round. Fine Tuning is the most noteworthy of these, and if running two copies you can attach the second one to things like Steady-Handed. Less usefully there's The Raven Quill with the Interwoven Ink upgrade, which allows you to ready another asset. Off-class there's Bulwark accessible to Joe Diamond, and Transfiguration to become "Ashcan" Pete for Daisy.

  • Finding Antikythera: Whitton Greene or Whitton Greene •• are excellent for this, tutoring for Antikythera whenever you reveal a new location and providing an boost when it's in play (as well as providing sought-after physical soak). Given a choice between Whitton, Alton or Milan, I would usually choose Whitton as she boosts the stat that Seekers care about and helps you get Antikythera out faster - however it’s a matter of taste and running all 3 with Miskatonic Archaeology Funding is far from a bad idea. Other tutors (Mr. "Rook", Captivating Discovery, Backpack, No Stone Unturned and their relevant upgrades) can also help you find it.

  • Increasing opportunities to test: Mind over Matter and Hyperphysical Shotcaster can help you test on a lot of different types of tests, increasing opportunities to trigger Antikythera for Seekers who slant heavily to Intellect. In terms of combos, Hyperphysical Shotcaster as a Relic is also tutorable by Whitton Greene.

  • Investigator pairings: Lucius Galloway is a natural pick, having the aforementioned Book of Verse as well as high to provide opportunities outside of tests to trigger Antikythera (look, a deck). Joe Diamond similarly has high and so can trigger Antikythera both while investigating and fighting (getting clues while you kill things is always nice), and can use Bulwark for readying. Aside from Lucius, non-parallel Monterey Jack and Ursula Downs have high and so can trigger Antikythera while evading, and make better use of Alton O'Connell than some Seekers. Harvey Walters is worth a mention, as Antikythera can trigger his card drawing ability on a 2 or 4 success to provide 2 cards (which gives you fodder for Artistic Inspiration). I made a deck along these lines with Harvey and posted it just before this review (link here if you're interested). Realistically though, just about any Seeker will make good use of Antikythera.


There you have it! Antikythera is a very powerful card and useable on just about any Seeker deck - well worth the 5 XP cost in my opinion. Do you think it's too powerful, or just good fun? Let me know your thoughts, as well as if I've missed anything.

HungryColquhoun · 9869
This review makes me want to try a Joe Diamond "precise science with Katana" deck... — DrOGM · 25
Would be fun I'm sure! — HungryColquhoun · 9869
I dunno. Cool, but is it really worth 1 resource and 5(!) XP more than Chemistry Set? — AlderSign · 418
I'd say so, persistent extra clues are good and the Chemistry Set has a hard time pulling them off (and only pulls them off on its investigation test). Plus as mentioned the Relic trait makes it findable as well. I think it's a well tuned card on the whole. — HungryColquhoun · 9869