Card draw simulator
Derived from |
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None. Self-made deck here. |
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One for All Leo - One Collection for Every Investigator | 2 | 1 | 0 | 1.0 |
EzieBaikUben · 568
One for All
Using a single set of cards, I've created partial deck templates for (nearly) every single investigator in my collection. Find the rest by searching the deck title "One for All". In order to publish the decks, I'm required to have all 30+ cards, so any of the higher level cards are only included as filler and aren't actually intended for use. If going through the amount of setup required to organize these decks isn't your thing, I hope they'll still serve as a showcase of some of the most effective cards for each investigator!
Why?
Deck building takes time. This allows you to do a lot of the work in advance so you and your group can get playing the game faster!
Choosing cards can be intimidating, especially for newer players. This setup helps showcase effective card synergies for newbies, and gives experienced players who still want some control over their deck a solid starting point they can quickly build from.
By utilizing a lot of cards that don't normally see play, each investigator feels more unique. Some "bad" cards still haven't made the cut, but leveraging each investigator's strengths instead of relying heavily on having universally strong cards gives each investigator a more distinct flavour.
This setup can help ease some of the burden of having a lot of your staple cards locked down into a few of your decks while running multiple players across multiple simultaneous campaigns. This gives players more options even after a few decks have already been made.
It gives you the flexibility to complete decks based on varying team compositions and campaigns, which is harder to do with full pre-made decks.
Why not?
You want a maximally optimized, hyper-synergistic deck. I play these decks true solo on hard mode, and it is challenging but possible. They're great for standard and easy, but most of these templates will struggle in expert.
You don't care much for organizing. Getting things organized in advance, and then post-campaign can be more of a chore depending on how you normally set things up.
Your collection is wildly different than mine. Odds are very good your collection will differ from mine. I've included some considerations to take when modifying these templates to suit your own collection, but for some whose card pools are quite different, it may not be worth the additional tinkering.
Making the Templates Your Own
Every template was designed with 17 level 0, non-permanent cards in mind. This was calculated to utilize as many cards as possible with my own collection while still managing to keep my sanity above zero. The rules and numbers listed on these decks are only a rough guideline. There's no reason to stress over things lining up perfectly and results will vary based on what's in your collection and how much tinkering you want to do.
If you simply wanted to dedicate a handful of key cards to each investigator they could be very small. I wouldn't recommend going higher than 17 cards though - unless you're a masochist. Lola Hayes was also left out of the equation to avoid over-complicating things. For reference: if you had every player card player card released for standard retail by FFG (with a Revised Core set) you'd be looking at roughly 1000 level 0 player cards spread out amongst 55 (non-neutral) investigators, which equates to approximately 18 cards per investigator.
You could easily just slot in the cards that match your own card pool and leave it at that. You'll want to double up on some of the cards in each deck if you have a smaller collection. If you do want to get more in depth, the first thing you'll want to do is figure out which card sets we have in common. I currently own every card set in chronological release up to and including The Forgotten Age, as well as The Edge of the Earth, and Investigator Packs for Jacqueline Fine and Stella Clark (Jacqueline is particularly useful for fleshing out the mystic decks as she comes with a lot of basic level 0 spells, which are sorely lacking from the standard investigator expansions).
To begin, you'll want to create your own copy of each "One for All" deck I've created, and go through each - removing any cards that don't match your collection. If you have cards not in the sets listed above, or you're missing investigators (which frees up cards from their respective templates), you'll need to either write up a list of these, or more simply you could put together all the actual unused cards in your collection.
Next, if you have any investigators I haven't featured, you'll likely want to flesh their decks out by scouring my existing decks for obvious synergy choices (horror healing in Carolyn Fern, for example), ideally without removing any cards that already fit well in their respective deck. Then you can start adding leftover cards until you hit the desired deck size for each investigator. I've tried to make each card unique for nearly every investigators; but with smaller collections you'll find that having 2 copies of key cards is necessary for most decks.
Depending on how many cards you need to re-assign and how intense your process is, this can get complicated pretty quickly. A few pointers:
- Get the obvious cards out of the way first. (Tome Synergy for Daisy, damage soak for Mark, etc.)
- I'll attempt to lay out some effective archetypes for each character further down. These should help dictate the not-so obvious card decisions.
- There are only so many of each card type, so distribution matters. The numbers I used should stay fairly consistent between collections and they are as follows:
- Hands - 2-3
- Accessory - 1
- Body - 1
- Arcane (Almost exclusively for Mystics) - 2
- Ally - 2
- Unslotted - 2
- Events - 5-6
- Skills - 3
- These numbers will fluctuate for each investigator and class (i.e. Guardians use more hand slots, Mystics less)
- I like cards with stat buffs in investigators who need them most (those with 3 or 4 in an important stat). It's not necessary, but I think it's a good guideline.
- Cards like Unexpected Courage or Emergency Cache that apply generally to a wide range of investigators make great filler to pad out deck sizes at the end of the process.
Playing with your Decks!
- Pull all the other decks you've made that match your investigator's primary class and start populating your deck with suitable cards from those. Then you can do the same with any secondary/splash classes.
- Find duplicates of all the best cards that fit the archetype you're building for. If I'm setting up decks for new players, I'll have them start by simply hunting for doubles of cards already in their deck.
- Design for your team composition / campaign and prioritize cards to suit. For example: if you're playing a fighter on a team of 3 and only have one strong clue-getter, you'll probably want a few extra cards that help you find clues.
- Be mindful of your card types. The above listed distribution isn't perfect, but when in doubt, keep the ratios fairly similar, noting any differences your specific investigator or class might require (i.e: Mystics accounting for arcane slots, or oddballs like Sefina who love events)
- I've purposely tried to leave 1 or 2 splash slots ("Up to 5 of X class") on applicable investigators open for customization, so don't forget to fill those out!
- If you're more comfortable, and really want to optimize you can obviously replace cards from these presets as well.
How to Organize
Everybody is going to have their own system, but I've gone ahead and placed each class in its own stack, with the investigators at the head of each deck in order of release, and reversing investigator specific cards to keep them clearly separated. Colour coded card sleeves really help keep things organized, but they aren't necessary and can even be a nuisance when you're removing cards from off-class stacks to fill out your campaign-ready decks. You can also build dividers out of cardstock, cardboard, or whatever else you have handy and disperse them as liberally as you see fit.
Investigator Specific Tips
Leo has a lot going for him! He loves allies, which are arguably the most important assets in the game. He has great stats, able to dish out punishment, and take some from the encounter deck as well. He also has a very nice cardpool indeed! Guardians can struggle with resources, but Rogue access helps immensely with this. Rogue also offers plenty of useful allies, and maybe most interestingly - Leo is the first investigator able to make the "succeed by" archetype really viable in a fighter.
His dependency on specific cards unfortunately means he probably won't be consistently activating his ability unless you really focus your deck around it. Low agility isn't as punishing as low willpower, but you can still expect to be failing a decent number of encounter cards, especially in his home turf of The Forgotten Age. You can soak up a lot of the resulting damage, but beware of cards that slow your progress down!
Some archetypes that work well with this template:
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Natural Leader - Prioritize charisma and quickly fishing out powerful allies that are going to give you long term benefits and stat boosts over the course of the game. These allies can be expensive, so make sure you have the resources to afford them, and then start crushing enemies with your dream team.
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Brutal Taskmaster - You can instead opt to maximize your ability by including lots of cheap, disposable allies with short term benefits and quickly replace them as they take the brunt of abuse the game throws at you. Isn't that nice?
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Successful Fighter - Use your ample access to static combat boosts, cards that contribute fists, and load up on "succeed by x" cards (particularly weapons) to oversucceed on lots of combat tests. You can even double down with your willpower to have even more opportunities.
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Sled Dogs - There's much discussion on the effectiveness of sled dogs as a build-around card, but Leo has a higher likelihood of success here than most. So if you have Edge of the Earth, stock your deck with goodbois and cards to help you find/play them, and MUSH!
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Uniquely powerful cards for this template worth taking duplicates of: .41 Derringer, Machete, Decorated Skull, Beat Cop, Medical Student, Sled Dog, Calling in Favors, Inspiring Presence, Overpower, Evidence!, Scene of the Crime
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Excluded staple / permanent cards worth adding: Survival Knife, Lucky Cigarette Case, Leo De Luca, Guard Dog, Underworld Support, Lone Wolf, True Grit, Emergency Cache, "Let me handle this!", Prepared for the Worst, Sleight of Hand, basic neutral skills, Quick Thinking, Take the Initiative, Vicious Blow, "Watch this!"