Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
Hermesh2 · 1
How this Zoey deck works
This deck is a consecrated war-engine: it advances, protects, and punishes. Everything revolves around three pillars:
- A powerful weapon on the table (Cyclopean Hammer or Machete/Kukri until the heavy artillery arrives).
- A development engine that never strays from the plan (Stick to the Plan + Well Prepared + Physical Training).
- A near-maternal layer of protection for the team, built around Safeguard and sturdy allies.
On top of that, Zoey’s ability gives you a tiny heavenly stipend: every enemy that engages you grants +1 resource. It doesn’t look like much… until you start tithing every abomination in the encounter deck.
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Game Plan
- Mulligan
Look for a weapon + Stick to the Plan (if you don’t already have the Permanent) + a stat booster (Physical Training or Well Prepared). If you see Zoey’s Cross, rejoice: it’s a metronome that keeps the rhythm of all the foes you’ll be sending to the grave.
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- Early game — settling in
Build your stat foundation: • Physical Training (4 XP) is your portable gym. • Well Prepared turns your printed icons into a little oracle: you’ll win most key tests.
Meanwhile, put down Safeguard—your protective shadow. It lets you move with teammates without spending actions, like a guard who never leaves anyone behind.
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- Mid-game — hammer time and board control
Your soul is blue and your hammer is golden. Once the Cyclopean Hammer hits the table, the map begins to bend to your will: • You hit hard • You push enemies around • You keep your teammates safe
With Vicious Blow, Take the Initiative, and On the Hunt, your attacks become almost ritualistic: efficient and inevitable.
Your red events like Lucky! and “Get over here!” let you shine even when the chaos bag decides to perform interpretive dance.
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- Late game — unstoppable inquisitor
If your “portable cathedral” is fully assembled (Hammer + Physical Training + Well Prepared + Cross), Zoey becomes a lighthouse in the storm: • You manage enemies like a sacred duty. • You leap between investigators with Safeguard. • You drop dynamite whenever a nest of problems needs… clarification.
The deck is built to endure, protect, and cleanse.
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Team Role
Pure tank + physical board control. • You absorb enemies, hold them, and cut them down. • You support whoever needs it most thanks to Safeguard. • You can pass key tests with Well Prepared, though you’re not the cluever. • Your Cross keeps 1-HP nuisances in check.
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Tips for piloting • Don’t fear engaging enemies. Zoey gets paid for it. • With your icon suite, you can afford difficult tests—Well Prepared turns your stats into industrial tools. • Support the clue-gatherer: you clear enemies, they open the path. • With dynamite, warn before you pray and kaboom—your team will appreciate not being in the blast radius. • Save On the Hunt for when you need enemies to appear in the right place at the right time.
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Best campaign styles
This deck shines in campaigns featuring: • Frequent enemies • Heavy physical damage • Maps with lots of connections and movement
Classic Zoey: apron stained, Cross ready, walking straight into trouble.