Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
TomásAmi · 246
Let Will set you an example: He attacks with the Derringer, gaining some resources to pay for his gravediggin' later with Drawing Thin and making the test harder to succeed. Maybe commiting a Take Heart if he's lucky. He fails, drawing a card with the Rabbit's Foot and replanishing his bullet thanks to the on the firearm. He then activates Daniel Jameson's and plays a copy of Live and Learn, making two additional shots without the increased difficulty and without even spending the bullets! Oh, and of course as the namesake of the deck implies, he may play some Oops! to deal even more damage. Wait, what if the next enemy has retaliate? How can you manage missing so much? That's why we go akimbo.
It's funny for me that Oops! was a very meme-worthy/bad card since its conception; and that the only thing it needed to make a reliable deck going on was the new guy: Daniel Jameson. This deck excels in parties of 3-4 investigators, where enemies are plenty and you can use Yorick's amost every turn. Speaking of which, the deck looks like it requires a lot of set-up, but that ability makes it so its much faster than it first seems.
| Difficulty: | ★★★☆☆ | Difficult to get the hang of the combo, and knowing which card to return from discard each round. |
| Enemy Management: | ★★★★☆ | Great potential and mileage out of the guns, but limited to 2 damage increments without Vicious Blow. |
| Clue-getting: | ☆☆☆☆☆ | Base 2 and good luck. |
| Encounter protection: | ★★☆☆☆ | Base 3 and 3-4 , and hopefully you have some commits with this much draw. |
| Survivability: | ★★★★☆ | Not the best a Yorick deck can get, but being able to replay your soak infinitely is still more than enough. |
| Economy: | ★★★★☆ | Fast, restriction-less economy. Don't ever pay for a firearm, nor for Oops if you don't have to. And waving failure shenanigans in your combo too. |
| Card Drawing: | ★★★★☆ | You ain't no Seeker, but close enough though. Incredible card selection with Hunter's Instinct (2) and Resourceful specially. |
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TL;DR: Focus on getting as good as a mulligan as you can,
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We went over the combo on the hook, but let's go in more depth: Draw an enemy on the mythos phase, or engage one from your allies, this will let you use Hunter's Instinct (2) to bring back either your Live and Learn or Oops! (2) to make the combo happen. Attack the enemy with the .18 Derringer (2), unless the enemy has retaliate in which case we use the M1911 (2). Activate Drawing Thin and do whichever option you need most at the moment, and commit a Take Heart if you have it at the moment. If you don't fail, congratulations!? You're a normal fighter. If you fail (which you should often do) remember first to replace the ammo if you've used the .18 Derringer (2). Then, draw a card with the Rabbit's Foot, activate Daniel Jameson, and play Live and Learn and Oops! (2). Subsequent tests do not get the added difficulty from Drawing Thin, but note that you also do not gain the additional +1 should you have used the .18 Derringer (2) as we have not activated its ability again. If you fail either of the re-tried tests, you get even more bullets! And lastly, remember to dig up for a card if you defeat the enemy with Yorick's ability.
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Attacking with either the .18 Derringer (2) or the M1911 (2) will put you at base 6 . If the attack is made with Daniel Jameson you'll go up to a 7, and it its made with Live and Learn to an 8! That's why there is no need for a static boost ally; but should you need to boost yourself higher for a boss enemy, use the resources on Bruiser!
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Let's talk about Short Supply and Persistence: Short Supply, for Yorick, is effectively like drawing a second opening hand proving you just don't discard all of your skills and nothing else, letting you immediately make use of his from the get go. This deck has 33 cards (provided your Random Basic Weakness isn't permanent); with your opening of 5 and discarding the top 10 you're left with an 18 card deck, making your future draws much more predictable. Now, once you have drawn almost all of your cards, you want to stall this from happening as much as you can to keep all of our assets in the discard pile to still have options to use our ability every round, and that's where Persistence comes in clutch. Once that happens, start commiting the Persistence on command, reshuffling them into your deck, and maybe slow down on the card-drawing a bit.
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GRAB A WEAPON IN YOUR MULLIGAN. The sinlge most important thing you're looking for in your mulligan are weapons. It's much more important in this deck than in other fighters to try an get one in your mulligan, because at the beginning of your first turn you're going to be discarding 10 cards, and you don't want to discard most of them and have to fight the first thing that appears at base 4 to dig the firearms back.
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If you've found a weapon, I'd keep the following cards in this order of priority: Daniel Jameson>Bruiser>Drawing Thin. The idea here being having your ally at the ready, to get the combo going as fast as possible, and have the card and resource economy to pay for everything else that comes after.
| Card to Upgrade | Upgrade | Cumulative XP | |
| 1x .18 Derringer (0) | 1x .18 Derringer (2) | 2XP | |
| 1x M1911 (0) | 1x M1911 (2) | 4XP | |
| 1x Schoffner's Catalogue | Bruiser | 7XP | |
| 1x Resilience | 1x Drawing Thin | 10XP | |
| 1x .18 Derringer (0) | 1x .18 Derringer (2) | 12XP | |
| 1x M1911 (0) | 1x M1911 (2) | 14XP | |
| 1x Hunter's Instinct (0) | Hunter's Instinct (2) | 16XP | |
| 1x Oops! (0) | Oops! (2) | 18XP | |
| 1x Hunter's Instinct (0) | Hunter's Instinct (2) | 20XP | |
| 1x Oops! (0) | Oops! (2) | 22XP |
And just toss in the Persistences whenever you get an odd ammount of XP for a scenario, taking away one of the Rabbit's Foots and one of the Take Heart for them.
I believe there are quite a few options available for this deck going forward, but it's very open so I want you to think on these questions to wager what the best course of action for you is:
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How many scenarios are remaining? If the answer's one or two (or you know/feel that a boss encounter is coming) I'd buy a Chainsaw and/or Vicious Blow (2) probably; the increase in damage increments from 2 to 3 is very noticeable once enemies start getting 4 or higher. That can be difference to killing a boss in 1-2 turns as opposed to 3-4. Quite noticeable.
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Are you doing good in general? Focus on upgrade your cards, then. Purchase your second copy of Drawing Thin or Bruiser, or upgrade your skills to Vicious Blow (2) and Overpower (2).
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Do you feel like you're getting just by with your resources? Change the Resilience for a Hunting Jacket
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Are you taking much horror/damage? You could always add a Protective Gear to the mix (Pst! It's an armor! Bruiser can help!).
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Do your teammates need help with the clues? You can't go wrong with "Look what I found!" (2)... But I'd have a serious conversation with them, it shouldn't be your primary job.
If you're only playing with 2 investigators, I'd run cards like "Look what I found!" and Loner.
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