Clueless XZoey is a helpful psycho

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
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RFreitas · 33

Clueless XZoey is a helpful psycho


Psycho Killer

Qu'est-ce que c'est?

Fa-fa-fa-fa, fa-fa-fa-fa-fa-fa, better

Run, run, run, run, run, run, run away, oh, oh, oh, oh

Ay-ya-ya-ya-ya-ya, ooh


Introduction

Hello, everyone! Publishing decks is not something I do, but I've had two great runs with this one and so I decided to share it with the community. Consider it my tribute to all other decks ever published. I hope you like it, and also that this gives you ideas, because that's what it was written for.

And, of course, let me take the chance to thank everyone who publishes decks. You guys are the reason I've decided to try to contribute a bit with the great work that is arkhamdb's database.


Table of Contents:
  • Overview

  • Main Strategy

  • Your main job

  • Economy

  • Surviving

  • What else?

  • Upgrading

  • What to cut?

  • The 0 xp version


Overview:

So, here's it's "elevator pitch": (i) a straight forward fighter deck, with some support on the side, (ii) built using Parallel's Zoey front and her original backside, and (iii) that requires very little xp for it's core to be online. (iv) No clue capacity whatsoever, though.

And a small caveat: I'm posting it at only 8 xp. I'll tell you of it's many possibilities, but it's up to you to tailor it to your wants and needs.


Main Strategy:

||Zoey's front, after being setup, can (sorta) have one free Vicious Blow a round, no card required (though no +1 too). And her og deckbuilding allows us to get Practice Makes Perfect to find and use (literals) Vicious Blows and Long Shots for even more damage. Add a Beat Cop (2) or two to the mix and we'll be dishing out a lot of damage, while also having tools to support our mates.

A big part of this hinges on Ancestral Token's and Blessed Blade's (your weapon of choice) generating abilities. So, try to get those in play as soon as possible.


Your main job:

This is a fighter deck, first and foremost. As mentioned, Zoey will have one extra damage for one of her attacks most rounds, costing her no cards nor resources. That means being able to deal with three health enemies in one action reliably, no worries about ammo, charges or whatnot. Though that does require an influx of , it's really not a big ask with our two copies (for consistency sake) of both Ancestral Token and (after we can afford it) Blessed Blade. Have one of each in play, add her ability to it, and a two health enemy becomes a source for five .

To help doing this job, we use 2/5 of our "Dunwich splash" for two copies of Practice Makes Perfect. And 2/5 more for Long Shots. With Vicious Blow and Overpower, that's already six Practiced skills we want to use in fights - though, let's be honest, the first four are our main targets.

With that much damage potential for an attack, Wolf Mask can help getting it into "all but the " range.

(An important note: if you still have Vicious Blows and Long Shots in your deck, use PMP in attacks you want that extra damage before using Zoey's . If that doesn't go well, you can then resort to her ability. The same goes for Wolf Mask/Overpower.)

Take the Initiative is also Practiced and it will be better finding it than, you know, nothing. But we'll come back to that one in a second.


Economy:

So, a card game asks you (i) to have cards at your disposal and (ii) to be able to play them.

For the first, we'll use Glory and Thorough Inquiry, the latter being the last of our "Dunwich splash". Thorough Inquiry will demand two actions of us, but it's worth it: if drawn early, it can be our "third mulligan", if needed. If not necessary, and anytime during the game, it's something to give our team support on idle turns. After all, as a fighter with no hope of investigating, we're bound to have two to spare sometime. And last, it has good icons ( ), if nothing else.

Besides those, Overpower cantrips and Practice Makes Perfect sort of thins the deck, and I've found this to be enough draw power.

To be able to afford playing our cards, we are taking Emergency Caches and Rites of Sanctification. The latter can also be used for supporting our teammates, covering some of their expenses. And those should be enough, because this isn't a particularly expensive deck. We need about 13 resources to be set up: 3 for a weapon, 3 for our accessory, 4 for our ally, 2 for Safeguard and 1 for the Wolf Mask. Of those, we (should) start with five available, and gain one more at the end of the first round. So now, all we need is seven more, and those aren't even urgent. Oh, and in a pinch, don't be afraid to play one of those Rites of Sanctification with just two in the bag. Those will be four resources that you can spend in two rounds, and might just allow finishing setting up.


Surviving:

This being Zoey, cultists and monsters worry themselves about how to survive her, and not the other way around.

For dealing with treacheries, her 4 will help quite a bit. To that, we will add two Take the Initiative and the Wolf Mask (which can gives us +2 in tests), to try and overcome the ordeals we need to. Her will also help some. Though those will help randomly, think of the long game: each mitigated encounter you would, but did not fail, is another breath of air to finish the scenario.

And having two Ancestral Tokens and Beat Cops will allow us to use them for soak: play and keep them, for a while. Eventually, the second copies of each will get drawn. Do not commit those: let the resources accumulate from your upkeeps, and then use the first copies played of these cards as soak. Easy and steady will get us there.


What else?

If you've been paying attention, you've noticed that the only cards when haven't talked about yet is Safeguard, In the Thick of It and Zoey's Cross.

The first one is an easy include to explain: a cheap asset that can give you loads of extra actions during the game, ensuring you keep close to your teammates. Don't sleep on it: any turn you're moving, this is your slotless, soakless, cheaper Leo De Luca. ("As long as you're part of a team", some might wanna say. Sure, but this a clueless fighter - it has got to be.)

In the Thick of It is something I suggest getting and saving up it's xp to get the Blessed Blades faster. Doing so means you'll need only 5 xp from the first scenario to afford both copies of it.

And her signature is something I don't think this build needs to use. It has some nice icons, and most times, that can be just it. If you do want to use it, consider getting an extra Relic Hunter for it. Late scenario, when you don't need resources anymore, that could be another source of damage. (I do believe this isn't necessary, though. If you do go down this route, lemme know your thoughts on it.) But beware when to play it: without Zoey's og ability, her Cross can be quite the money sink.

Oh, and let's take the time to comment on her signature weakness: this can be a pain, but in the two campaigns I played with her, it only actually happened to be a problem just the once. A single time I drew it so late and it was so far that I had to let it stay in the map and took the trauma. The rest of the time, it either (i) showed itself early enough to be close or just be put down my path, (ii) didn't got drawn at all, or even (iii) was coupled with a hunter enemy. But if you want, you can tech for it.


Upgrading

Like I've mentioned before, this deck should be tailored to your wants and needs with any xp you get. Do what you feel like, based on your experience through the scenarios. Nonetheless, I have some suggestions for you.

Beat Cops will give us extra damage. Not only that, their will allow us to better capitalize on Zoey's bless adding - which is "once per phase". Later in the campaign (much later, I'll suggest), Charisma will allow having the two of them online simultaneously, for even more damage and .

To combo with that and make us a better support, get Occult Reliquary and Hallowed Mirror. Soothing Melodies can ensure our team stays alive, and also "replenish" our Beat Cop "uses". In a sense, it's also tech against your signature weakness, handling any trauma we might get. Just be sure to not play the Hallowed Mirror too early. Save it for later, when our economy won't feel it, and we've already drawn most of what we need.

Enchant Weapon will give us even more damage output.
Likewise, upgrading our Vicious Blows will help us do our killing. Ever thought of getting a Vicious Blow (2) with PMP and then using it immediately once again?

Overpower will accelerate our drawing speed, and can help make room for other upgrades: improving it's draw power might allow taking a Glory or even two out.

Either Enchanted Blade or Survival Knives can be our secondary weapons. The first is the one I chose for my run: it gave me even more horror healing, and defeated enemies would bring me closer to my Blessed Blades. Or, you know, go crazy and just get the Holy Spear. With Occult Reliquary, you can hold both that and a Blessed Blade. I didn't do it, but I can see the appeal of going that route.

Favor of the Sun is not something I went with, but it does give you the equivalent of three Unexpected Courage, if you feel like you need it.


What to cut?

But what should I cut to make space for those shiny new toys?

Well, great question. This is kind of a well rounded decks, the type of which makes cuts a bit hard. But there're a few candidates I'll suggest. In the end, though, what you'll do depends once again on your experience through the scenarios.

One Wolf Mask can easily be cut. With Beat Cop and the Blessed Blade (or even the Enchanted Blade up until BB comes along), plus the skills floating around and all the in the bag, we can afford to take one off. Further down the line, maybe you even cut the second Wolf Mask as well.

Like I mentioned before, if we put some xp in Overpower, we may consider taking a Glory out. If you feel daring (not innately Daring, just regularly, real life daring), maybe even the two of them.

And I cut an Emergency Cache without any problems. The core of the deck (one weapon, one acessory, one ally) is sorta cheap, and it's luxuries can be played later, without stopping Zoey from doing her thing.

Also, consider our draw power. Not only that, consider our damage output with our innate ability, our (repeatable) skills, and our allies. I found that I could easily afford to roll with just four weapons, taking the fifth one off to open space for something better. Even when it took me some time to find a weapon, I was ok in the meanwhile, handling enemies with regular attacks.

So, to sum it up, in an orderly fashion: I would first cut one Wolf Mask, then a weapon, and, afterwards, an Emergency Cache. Before those, I'll already have spent at least 12 xp upgrading Beat Cop and Vicious Blow. Maybe the fourth cut will be a worry at the time you're spending your 33rd xp, or later.


The 0 xp version:

Like I said earlier, I recommend taking In the Thick of It and saving up the xp to get the Blessed Blades faster. That means we need only 5 xp from the first scenario to afford both copies of that. So, the difference between this deck and it's "0 xp" version are two weapons: take the Blessed Blades out and include your choice of murdering tech.

Machete is a great call for a two player team. Sledgehammer is the other one I took. But choose what you like. I would also consider .45 Thompson, for instance.


A special shout out and thanks to Valentin1331. This was done with his deck template (link to it down below). Be sure to check his deck guides!

To create your own guides, find the template here.

1 comments

Nov 12, 2024 RFreitas · 33

Reddit user u/Pollia made a couple interesting suggestions worth considering: why not use Guard Dog, Survival Knife, or Down the Rabbit Hole?

Survival Knife (0) is not a solid weapon, but the upgraded is one of my suggestions for upgrading. It's a great secondary weapon.

Guard Dog (0) offers better ping extra damage than Beat Cop (0), at the cost of the boost and horror soak. When comes to their upgraded versions, I feel like the extra damage output isn't that much different if you count for Hallowed Mirror (3) with them, with Beat Cop (2) giving you the boost and freedom to use his ability on any phase, on enemies engaged with someone else or even on aloof enemies.

Down the Rabbit Hole gives you that extra, juicy xp. To get it, I believe the best option is to cut Thorough Inquiry. Be sure to swap it for something that cantrips or, who knows, maybe some future draw event. :) And adjust the deck accordingly: get Blessed Blade (0), maybe Hallowed Mirror (0). But this is precisely the reason I didn't go with DtRH: Blessed Blade (0) is not a very solid weapon either, and Hallowed Mirror is something I believe should only be used as the second accessory, never over an Ancestral Token - which means that, for me, it is kind of a skill card up until we get Occult Reliquary/Relic Hunter.

And definitely don't go for Blessed Blade along with Survival Knife (0) - unless it's a scenario you know there won't be and kind of mini boss to fight. That build will loose a significant amount of damage output.

Overall, I do think Blessed Blade (0) + Hallowed Mirror (0) is a viable option, but one that weakens the level 0 deck. The upside is, of course, getting the aforementioned extra, juicy xp.

But I do believe in the importance of the first scenarios, to get the snowballing effect of good results rolling. Personally (and this is nothing but a very personal preference), I prefer playing safe and not taking the risks to have a somewhat less reliable level 0 deck. Besides, this is a deck that doesn't need tons of xp. Don't go down that route unless you've planned the build far ahead enough to make sure the extra xp will get used well.

Good gaming!