Card draw simulator
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None. Self-made deck here. |
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qualis · 251
At first glance Carson Sinclair looks rather mundane, with his 2/2/2/2 statline and low health and sanity. However, when he teams up with a couple of mates, he can really boost the team to new levels.
His signature brings one extra action to the table, per round. That means:
- 3-player game: 9 → 10 actions, +11% efficiency
- 4-player game: 12 → 13 actions, +8.3% efficiency
But on top of that he can donate as many actions as he likes, as long as there are other unique players to donate it to. Be that seeker picking a clue or fighter taking down a mob. This adds a lot of flexibility.
On top of that, he just hangs around all the other guys and boosts them in skill checks, while soaking some of their damage, and occasionally picking a clue or taking down an enemy.
It makes for a very fun playing style!
Drawing cards
- stay close to your team mates and draw on their
- Take Heart because you will fail skill checks.. Then commit Resourceful to a team mate's skill check to bring Take Heart back and let it fail again.
- Soothing Melody from Hallowed Mirror also draws you a card
- Then you have all the core set skill cards which replenish themselves.
Economy
- Emergency Cache is well known
- Take Heart helps here too
- Act of Desperation can be used on Obsidian Bracelet when it is nearing its limit to bring more resources.
- Motivational Speech to pay for Tetsuo Mori, or a teammate's Ally, or both..
Starting out, at 0xp, this deck needs to stay close to someone who can protect him. His only fight ability starting out is Act of Desperation which is situational. He has good durability through Tetsuo Mori and Obsidian Bracelet, which can also take damage for team members. And he can pick clues with Scene of the Crime and Task Force though.
From the starting 0xp deck there are 4 individual upgrade paths, where the ordering is very much up to the group setting and what Carson Sinclair wants to achieve.
Armor Upgrade : 10xp
At level 0, the Hunter's Armor is both rather costly and underwhelming in terms of cost. We'll want to upgrade this quickly like this:
- Hexdrinker: More card draw. If bold, consider taking In the Thick of It to start out with this ability in play right from the start.
- Enchanted: Moved to the arcane slot, no longer taking up a body slot. The item is also not uinque, so you can wear 2 at the same time.
- Durable: more soak
- Hallowed: more soak
- Lightweight: costs less, hence easier to get into play.
Gun Upgrade : 12xp
- 2x Obsidian Bracelet → 2x Lightning Gun (5)
With this, Act of Desperation because a 8 fight ability dealing 2 damage and granting you 6 resources. While Carson won't be fighting that much, throwing a spent gun at someone sure is satisfying.
Planning Upgrade : 10xp
- 1x Stick to the Plan
- 1x Act of Desperation → 1x Ever Vigilant (4)
The purpose here is to give the team a huge boost on the very first turn by sticking Ever Vigilant (4) under Stick to the Plan. Opening the first turn with playing 4 assets across the team at reduced cost, then a few additional actions, is a great way to get started.
The two other slots under Stick to the Plan can be filled with 2 out of these 3:
- Emergency Cache - to ensure more cash at hand
- Act of Desperation - to make sure this one is ready if / when you need it
- Dynamite Blast - because blowing things up is fun
Mobility and efficiency Upgrade : 10xp
- 2x Take Heart → Stand Together (3)
- 2x Resourceful → Safeguard (2)
Safeguard means Carson can be more efficient in tagging along, and which means more actions spent making others efficient. Stand Together is more reliable than Take Heart and also provides boons to another investigator.