Veteran Nightmare

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
Veteran Dreamer 80 59 3 1.0
Inspiration for
None yet

, · 526

Introduction:

After play mystics using the standard cards I wanted to create something that was a fun and challenging change of pace using offbeat cards. In order to make the deck viable I had to include some fundamentals, namely; Drawn to the Flame, Ward of Protection, Delve Too Deep, and for Luke Vantage Point and Enraptured. Vantage Point to steal two clues from high shroud locations, and Enraptured to earn charges on gate box.

*Reminder 0 shroud locations (dream world vantage point combo) mean only auto-fail fails us, if we investigate with Eye of Chaos on this spot, we can snag the clue, get 1-3 curse tokens and steal 1-3 clues from anywhere on the map.

!!WARNING!!

I have only played this deck once (Dream-eater), and ultimately lost, this is mostly theory-craft and fun, results will vary based on campaign and more importantly upgrades.

Playing with others will ruin their experience, unless they are prepared for the curse with test-less/bless/curse decks. Please warn them of your insanity prior to using this.

Card choice Explanation:

The jist is using the curse tokens to do work, failing or passing a skill test is intentionally made to be mostly irrelevant. Cards either gets clues, bring in curse tokens, or give skills. The following are a bit more complex.

  • Practice Makes Perfect is there to pull out our skill cards quickly, and allow them to get double value, this is huge for Promise of Power.

  • Tides of Fate is used in conjunction with Ward of Radiance to save others or ourselves from brutal treacheries, as well as convert our next turn into a massacre.

  • Uncage the Soul is there for value, and to avoid resource hits taking out our two big guns.

  • Finally, both Armageddon and Eye of Chaos are used in a to eradicate the need to pass a test, we welcome the curse. Worst case we fail and draw no curse tokens, but usually we draw a curse once the bag is filled or pass the test prior to filling the bag. If we get very lucky we can draw two curse tokens, creating the same effect as if we passed and a nasty play for Eye of Chaos if we use it in the dream world.

How to Play:

This deck is meant to be fun. Focus on completing cursing the bag. Try perform scenario skill tests before you have too many in there. Once your bag is cursed to hell, it's time to go literally crazy.

Get to your nightmare world or low shroud location and let the curse get you clues. Remember Armageddon does damage when curses are drawn, meaning you can kill enemies before you find out if you failed or not.Eye of Chaos can be used on a zero or 1 shroud location, to steal clues from ANYWHERE if you get curse tokens, fail or pass.

Upgrades:

I don’t want to ruin all the fun of the game so I will only list 3 upgrades I would say are critical to Luke’s deck. In order of importance. *I stand by this.

  1. Stirring Up Trouble. This card gets us clues for free, and helps Eye of Chaos break out dream world. Replace Prophesy, asap

  2. Blasphemous Covenant. This card helps us balance out the late game, if we pick up a curse token we can use this, if we get a second then even if we fail we have won. Replace an enraptured. This hurts but as we build up our curse cards we fail more skill tests, meaning we need to play fast, so enrapture seldom gets time to work.

  3. Fey, this just makes our late game curse deck even better, as we usually drawn a curse AND we can now actually pass them. Replace Practice Makes Perfect, as we only have a couple of practiced skills now.

Deck Weakness:

This deck is wild, the greatest weakness is it's poor Health which can also be a problem as we begin failing skill tests due to curse, this is mitigated by Ward of Radiance and Ward of Protection.

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