Card draw simulator
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None. Self-made deck here. |
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endoviking · 21
This is a fairly standard Amanda Killer Deck, establishing a reasonable goal for campaign play and a versatile option for standalone at 19 EXP.
A Primer:
The goal is to succeed at compressed actions on every turn. Sometimes you're investigating, scooping up multiple clues per test, while other turns you're cleaving Nightguants in twain, or piling up 10+ damage on the boss enemy, likely murdering him, her or it yourself.
Begin with your assets; hard mulligan for the TWB and SS, but Whitton Greene is an acceptable consolation prize. Ignore the Segments, they will get pulled out by Witton, or else you will just naturally draw them in your guaranteed 2 cards per turn.
The next stop is piloting; when you choose a skill card to place under you, consider what you will be testing. Do you have 2 Mag glasses out? Is your SS on the table with charges? Is Witton give you her bonus? Whatever the case may be, your best bet is to choose the skill to get at 6 for the entirety of that turn.
After that, simply play what you draw, and pilot accordingly.
If there is a low shroud location with many clues, Deduction is the way to go, while higher shroud locations with multiple clues will require Perception or PoP. Same concept with the combat skills; lower difficulty tests will work better with Vicious Blow, while tougher enemies will require that PoP to come back or else a beefed up Overpower.
Some turns you will find yourself twiddling your thumbs with seemingly nothing to do; in those cases, feel free to gain some resources, heal horror, and move about. You may be placing your Segments or your Mag glasses or Crack the Case beneath you, even though they will have no effect. Take Heart, for this build will be so efficient that when the comes, you will be primed to sweep up green tokens or dole out plenty of red ones.
The wiggle room in this build comes from Strange Solution and Logical Reasoning. I find that I often put LR under Amanda on my turns 'off', while others will perhaps shrewdly prefer to replace the 8 EXP worth of SS with another TWB. If you're saving on experience, you should probably consider Ancestral Knowledge, while Ariadne's Twine will help you abuse the Pendant of the Queen should it arrive. Another fun idea is to Versatile in all the rogue practiced skills; for me, that might work better with Ancestral Knowledge so that you can pull them when you need them for a particular test rather than trying to create some perfect turn where you use them 3 times in a row.
This build is extremely efficient. Feel free to try it out on Hard, Solo, whatever (I'm not sure Amanda is the best Expert investigator, but if you go in that direction, lean hard into the Pendant of the Queen with Ariadne's Twine, the Sophist, and perhaps Enraptured). If you do standalone, you cannot include the Strange Solutions, so I would probably include 2 Dream Enhancing Serums instead and de-level one of the skills to get down to 18 EXP.
This is my first major work up, I hope you like the idea, maybe it inspires you to come up with something cooler yourself.