Card draw simulator
|None. Self-made deck here.|
|Books For Days||0||0||0||1.0|
Valentin1331 · 47484
Credit: Aleksander Karcz
The cards from TSK are overpowered, and I think that no one uses them better than Daisy Walker. Let me show you why.
This series is a celebration of the 20k points on ArkhamDB to thank you all for all the support received.
I will release a new standalone-ready deck concept every week on Friday for the following months, so stay tuned and keep pressing the
♥ button if you want to see more!
Let me know which investigators you would like to see next in the comment!
Warning: because Archaic Glyphs is a research card, this deck is not officially legal for a standalone scenario.
Table of Contents:
Use double Press Pass and your ability to reach 6 actions per turn.
There is a little dance to do between Daisy's Tote Bag and The Necronomicon. If you haven't found the bag, then you should use Whitton Greene to find the The Necronomicon asap and get rid of it to free your hand slots for the 2 Research Notes as early as possible.
Use both Quick Study to the same test to reach ridiculous 14+ on a test each turn.
Use Quick Study every single turn as it stores Evidence, brings more clues with Research Notes/Archaic Glyphs and the clue you just dropped can be picked up in the same test, not impacting your tempo in any way.
- You can also use the Quick Studies as a Mythos defender to evade enemies or pass treachery tests. +6 to any test should be more than enough.
Captivating Discovery and Analysis are just ways to drop a lot of clues in one go to pile up Evidence on Research Notes. You don't mind dropping all your clues at once since you can get them all back so easily. The more you drop, the more you get.
There are more clue-dropping techs out there, but relying primarily on Quick Study is, in my opinion, enough to generate a sufficient number of Evidence on Research Notes, while not taking too much space in the deck.
Besides that clue explosion, other tools are here to increase your tempo:
Unearth the Ancients uses your massive to play your most expensive assets .
Feed the Mind fits well in this deck because of Daisy's capacity to oversucceed easily, and all the actions given by the Press Pass. It also takes an arcane slot, enabling you to cycle your Archaic Glyphs. Even if you feel like losing quite some tempo with it early in the game, this is easily compensated by how fast it goes once set up.
Dr. Milan Christopher does what Milan does: and resources.
Jeremiah Kirby brings you another with a good draw for your set-up (and I wanted to play my new promo card of him).
Empirical Hypothesis turns these absurd numbers into card draw.
- At the very end of a campaign, if you run out of upgrades, you can sink xp into it to get Research Grant to help with your set-up and Peer Review to give draws to your team when your set-up is complete.
Crack the Case is just the best cash engine available.
|In the Thick of It||→||Charisma •••||3 XP||3 XP|
|Core Upgrades||3 XP|
|Deduction||→||Quick Study ••||2 XP||5 XP|
|Deduction||→||Quick Study ••||2 XP||7 XP|
|Archaic Glyphs||→||Archaic Glyphs •••||3 XP||10 XP|
|Archaic Glyphs||→||Archaic Glyphs •••||3 XP||13 XP|
|Feed the Mind||→||Press Pass ••||2 XP||15 XP|
|Analysis||→||Press Pass ••||2 XP||17 XP|
|→||Relic Hunter •••||3 XP||20 XP|
|Luxury Upgrades||20 XP|
|Dr. Milan Christopher||→||Unearth the Ancients ••||2 XP||22 XP|
|Whitton Greene||→||Unearth the Ancients ••||2 XP||24 XP|
|Practice Makes Perfect||→||Jeremiah Kirby ••||2 XP||26 XP|
|→||Charisma •••||3 XP||29 XP|
|Inquiring Mind||→||Winds of Power •||1 XP||30 XP|
|Inquiring Mind||→||Winds of Power •||1 XP||31 XP|
|Perception||→||Perception ••||2 XP||33 XP|
|Perception||→||Perception ••||2 XP||35 XP|
|Promise of Power||→||Deduction ••||2 XP||37 XP|
|Promise of Power||→||Deduction ••||2 XP||39 XP|
|→||☑☑ Research Grant||2 XP||41 XP|
|→||☑☑ Peer Review||2 XP||43 XP|