Card draw simulator
|None. Self-made deck here.|
lelel555 · 2300
Harvey was taking his typical, narcoleptic nap at his chair.
– Professor? – Mark nudged Harvey's shoulder.
– Ah, yes, yes…
– Is everything alright?
– Yes, my poor boy, I was just… – Harvey stopped speaking for a moment and started looking for something.
– Do you need anything, sir?
– Ah, yes, yes, yes. I need more of my cocaine, my boy.
– More what?
But Harvey wasn't already there. He was somewhere else, connecting the dots, cracking the case, lead by a hunch from a stone he was holding.
Credits: Aleksander Korcz, FFG'2019.
Don't forget to press Like or Favorite if you enjoyed my deck or the write-up!
- Main Idea
- Cards in The Deck
- Upgrade Path
- Final Thoughts
This deck was a part of a campaign we played together with a friend. This was my first approach to play on hard. My friend was playing Mark Harrigan, which was our main fighter. I was our cluever, but when was needed I was slaughtering monsters like Anakin innocent babies in Jedi Temple. And therefore I would like to share this deck to you!
This deck isn't so easy to navigate to get its full potential. The ceiling is really high, but the floor is still good!
2. Main Idea
Main Idea was to DRAW and PLAY as many cards as possible. I didn't want to play a big hand deck, but a small hand deck. Therefore I included so many fast events. Thought process was like:
- each card is supposed to give a positive effect on the gamestate
- if I draw more cards and I have a potential to play more cards
- therefore if I draw a lot of cards and I have time to play them, and I should get much ahead of the game. And it was a perfect shot!
Second Idea was to get Connect the Dots work. Let's face it, this card isn't generally good. Takes up a deck slot(s) and it is hard to get going consistently. If you draw 1-2 cards per turn, the probability you get it in the right time is relatively low. And if it blanks some significant part of your draw, then it's bad. But with a good draw you can plan for it. Also we were playing on a hard difficulty, so this also was a point. So I played combo
- Working a Hunch
- Connect the Dots ×2
- and possibly Crack the Case (×2) a couple of times during the campaign. Almost every scenario. Getting 6 clues from 3 different locations feels awesome.
And this combo was online pretty much every typical turn.
- commit and proc Grisly Totem
- Then draw 3 cards:
Vault of Knowledge
Grisly Totem (3)
Harvey Walters's ability. So you committed 1 card with +1 icon, drew 3. Sick!
3. Cards in The Deck
This deck consists of cards that are mainly self-explanatory, so I do not need to explain each and every card one-by-one. I just grouped them by their potential needs they can fulfill. Also note, that almost every card has an icon which is good for Grisly Totem (3).
Note: if you are a beginner, then please memorize and pre-compile all the cards you have in the deck, because you'll be having plethora of decisions to make. So if you're going to read a card for the first time during play, your teammates will be mad at you, because your turn will take 15 minutes. Have mercy for your friends.
You have plenty. Probably too many. Therefore you can upgrade Milan into Kirby if you have spare xp.
- Dr. Milan Christopher,
- Astounding Revelation is for Research Librarian if you can't find your Occult Lexicon / Occult Lexicon
- Burning the Midnight Oil
- Cryptic Writings – I've never drew it during the upkeep phase, I always drew it during my turn ;)
- Crack the Case
- Blood-Rite also can give you money for cards you probably don't need.
3.2 Card draw
Oh man, card draw is insane, especially after upgrades.
I'd say if you don't draw a card from Harvey's ability every turn… then please go and rethink your life.
3.5 Other tricks
- Magnifying Glass is used mainly to boost your from the start and to discard empty Ancient Stone. Therefore consider upgrade to Magnifying Glass.
- Deny Existence is for Thrice-Damned Curiosity. Weaknesses are encounter cards. And this one will give you some damage. Probably, if you actually need to cancel your weakness because you will die out of damage, your fighter isn't doing a good job.
Speed of getting clues is sufficient.
4. Upgrade Path
4.1 Core Upgrades
- Ancient Stone→ Ancient Stone (4)
- Occult Lexicon → Occult Lexicon (3)
- Charisma (3)
- Research Librarian → Grisly Totem (3)
- something → Forewarned (1)
4.2 Luxury Upgrades
pretty anything by title you already have in the deck. Also consider buying
- Ancestral Knowledge It allows a free trigger of Harvey's ability! Every turn! Right from the beginning. This card is so sick in Harvey! (EDIT: it won't trigger Harvey's ability, because the card must be drawn from his deck, not from below Ancestral Knowledge.)
- Cryptic Research - if you think you have some sort of card-draw obsession.
- Truth from Fiction (2) - for 1 action, 1 resource and 1 card you get 3 secrets on Ancient stone, so 3 potential movements in the future. So relatively what you pay is 1 action and 1 card with icons.
- Jeremiah Kirby - since with the current taboo costs 2xp, I did not included him, but good ol' Milan. Also Kirby soaks 2+1 instead of typical 1+2, so it's much more relevant here.
5. Mythos and enemies
With 4 you are quite well protected, but you still have Guts. You also can defend yourself well from enemies:
6. Final Thoughts
Oh man, this deck was a blast! I love playing a lot of cards very often and still have options! It wasn't easy to navigate, but the reward was juicy!
Don't forget to press Like or Favorite if you enjoyed the write-up!