Card draw simulator
Derived from |
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None. Self-made deck here. |
Inspiration for | ||||
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Spending It All For Izzie (High Roller/Dark Horse Combo) | 21 | 12 | 8 | 1.0 |
Jenny Gets a Magic Compassfgjfgjfj | 0 | 0 | 0 | 1.0 |
Jenny "Die Glückliche" Barnes | 0 | 0 | 0 | 1.0 |
Fitzz · 1507
Jenny dates Jack and gets a Magic Gift
Credit: Microsoft Paint & Google Images
Hiya, Jenny.
Hi Jack.
Do you wanna go for a ride?
What?
Never mind. So you usually end up at the bottom of investigators' tier lists.
What can I say? It's tough to get anywhere being a 3.
Well. I know of an artifact with which you could compete with the top ladies.
Oh, please. They think they're so cool for wearing intellectual glasses or a shity red scarf.
Here you have. This is my Magic Compass.
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Overview
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Main Strategy
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Deck Explanation
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Tips and Combos
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Upgrade Path
Difficulty: | ★★★★☆ |
Enemy Management: | ★★☆☆☆ |
Clue-getting: | ★★★★★ |
Encounter protection: | ★★☆☆☆ |
Survivability: | ★★★☆☆ |
Economy: | ★★★★★ |
Card Drawing: | ★★★★☆ |
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Use Mariner's Compass plus High Roller to meet the 0 resource requirement and still have 3 resources for a second Mariner's Compass investigation, consistently getting 4 clues per turn.
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Gain 4 resources per turn with Stylish Coat plus Lone Wolf or Dr. Milan Christopher, plus your ability.
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Search all your combo pieces with Backpack and Friends in Low Places.
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Two Mariner's Compass theoretically enable you to get 4 clues per turn. That's huge. The drawback is that you must have 0 resources. If you boost your first investigation, you have no boost for the second or for playing other cards. And once you get to 0 resources, many decks struggle to gain the necessary ones to continue playing cards. This can be compensated in several ways, as with a low-assets skill-intensive deck. But here is another way: High Roller.
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Say you have in play High Roller, Mariner's Compass and 6 resources. Investigate with Mariner's Compass, paying 3 resources with each card. This gives you a +5 and leaves you with 0 resources. If you are successful (most likely except for ), you will get 2 clues and 3 resources back. This is the core's deck combo.
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Let me best explain the interactions of the deck with an example. Assume you have in play:
- Say you start your turn with 3 resources, +2 from Lone Wolf + Stylish Coat → 5 resources.
- You first investigate with Mariner's Compass, commiting 2 resources to it and 3 to High Roller. This makes you investigate at 8. You succeed, getting 2 clues and 3 resources back.
- You now make a second investigation with the non-exhausted Mariner's Compass, commiting your 3 resources, at 7 (if you are in hard, shroud 4 and need a +4, you can commit a card from hand). You succeed, getting 2 clues and having 0 resources in your pool.
- You gain 1 resource with your last action (and you may move to a new location if you have Leo De Luca).
- At upkeep, you will gain 2 resources. This puts you at 3, exactly the same number you started with last turn. So you can repeat a similar process 1-4 next turn, moving to new locations if needed and consistently getting 4 clues per turn at 8 and 7.
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This is just a possible interaction that captures the deck's spirit. There are other ways to sustain two high Mariner's Compass investigations per turn, as having 2 High Roller or Streetwise.
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You can also go 3 clues per turn mode while waiting for all the pieces. Say you commit 3 resources to Mariner's Compass, +1 from Magnifying Glass, +1 from Dr. Milan Christopher = 8. You get 2 clues and play some resource gaining card (Easy Mark, Cheat the System, etc. + Stylish Coat) to boost a second basic investigation with Streetwise. You Dr. Milan Christopher to gain 1 resource, +2 from upkeep, starting next turn with 3 resources again.
- Your main aim is to settle a similar game state to that mentioned in the previous example, abusing Mariner's Compass to generate two high investigations per turn that will discover 4 clues.
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For starting hand, your first priority is Mariner's Compass, if not Backpack, if not Friends in Low Places to find the compass asap. Then, one of your Allys, and the rest should be cards that generate resources, as you would have a lot to pay during the first 2 turns. Don't wait to have two Easy Mark to play them. Playing 1 in turn 1 is good.
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The deck might have a low start compared to 5 cluerers that can investigate from turn 1. However, it is very consistent and becomes really exponential. You will need approx. 2 turns of setup. In 31 out of 50 tests I was able to have in play at least one Mariner's Compass, at least one Ally and at least one asset that generates resources by turn 3, already getting 2 clues. In 14/50 by turn 2, in 4/50 by turn 4, in 1/50 by turn 5. All the initial investment becomes more than compensated afterwards.
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Stylish Coat is one of your MVP's. Combines very well with Lone Wolf or Dr. Milan Christopher to generate 4 resources per turn (summing the 2 of upkeep). It also transforms Easy Mark into Emergency Cache(2) and Emergency Cache(0)/Cheat the System into Emergency Cache(3). With Streetwise, Cheat the System becomes a fast +4 or +4.
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After the first turns and your setup, you will probably have run out of cards. Search for a low shroud location (1 or 2) and perform a big investigation. Boosting with Mariner's Compass, Dr. Milan Christopher, High Roller, Streetwise, etc. it's easy to get to 8, +3 from Daredevil → All In. Pray for a non- and replenish your hand drawing 5 cards. That would be all the draw you need.
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Backpack finds Mariner's Compass, Magnifying Glass, Stylish Coat and Emergency Cache. Friends in Low Places helps finding your Allys, but most importantly Clever lets you order your next 6 draws.
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You can only deal with enemies via . You can boost your via Streetwise, High Roller, Jenny's Twin .45s or by playing Breaking and Entering.
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All your events boost and , your main two stats. In case you need to take a critical or test, ask for help, appeal to High Roller or, if very critical, use your +3 Daredevil → All In.
In upgrading the deck from its present state:
- Streetwise is your main priority. This liberates two deck slots. Add a second "You handle this one!" or whatever you like the most (Disguise, Elusive, Emergency Cache, "I'll take that!", ...)
- From that point, you are already unstoppable. You can:
- Improve your Friends in Low Places with Experienced, Promt and Versatile for more consistency.
- Add another copy of All In, for more draw.
- Moxie to improve tests.
- Go for The Red Clock.
0XP Version:
- In the Thick of It → 2 Stylish Coat, 3 Easy Mark.
- Backpack → Backpack.
- -2 High Roller, -1 Cheat the System, -1 All In, -1 Charisma → +1 Emergency Cache, +1 "You handle this one!", +2 Perception.
Upgrade Priorities
- Charisma. 3xp
- Backpack. 7xp
- High Roller. 11xp
- All In. 16xp
- Friends in Low Places Clever. 18xp
To create your own guides, find the fantastic template Valentin1331 has created here_
9 comments |
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Jul 21, 2023 |
Jul 21, 2023I like the deck, it's a cool idea! My only thought is the timing of when High Roller and Mariner's Compass work together, as they are both triggered "if you succeed" - do you get to pick in these circumstances which goes first? I'll tag |
Jul 21, 2023
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Jul 21, 2023I think upgrading streetwise only liberates one deck slot (the one upgraded). The other remains in the deck. |
Jul 21, 2023Nice! I've been trying hard to work this deck out, with Fire Axe and Dark Horse, but eventually giving up because I couldn't reach some satisfying results! Happy you could update the good ol' Dark Roller theme!! |
Jul 21, 2023Yep, you can order the timing of skill test results (If you succeed...) in ST.7 in any way you like! |
Jul 24, 2023This rocks!! The High Roller combo is so cool, and seeing Jenny of all investigators pull off a slick Dark Horse deck is very satisfying! Speaking of Dark Horse, have you considered adding it? It could reasonably replace Mag Glass, and would allow you to slip in a one-of Fire Axe to become a hybrid with almost no effort. But that would also disrupt the thematics a bit, and weaken your Cheat the System, so maybe disregard that. |
Jul 29, 2023
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Aug 19, 2023I don't get the low ranking of Jenny on the lists but I think she does get better as difficulty increases. She has the economy to get do a lot untested with the Rogue events and Lola (or Delilah) and Lockpicks/Suggestion (1) are easy passes at any difficulty. One of my most dominant decks I have played as an evader/cluegetter. |
Dr. Milan is unfortunately a nombo with Mariner's Compass. He'll gain the resource for you (ST.6) before Mariner's Compass checks how many resources are in your pool (ST.7). Still, I like the High Roller combo, and I don't think Dr. Milan is crucial for the deck.