Card draw simulator
Derived from |
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None. Self-made deck here. |
Inspiration for |
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None yet |
Julio_R · 579
I dedicate this deck to everyone who, thanks to fate's quirky sense of humor, seems to collect more automatic fails than anyone should reasonably endure.
Introduction
I enjoy infinite combo decks—not to play them, but to analyze the pieces that bring the game to a halt and figure out which card design choices make this possible.
I've tried decks with infinite Investigate actions before, although if you always get automatic failures out of the bag, it doesn't really help to have infinite opportunities.
Can we avoid infinite automatic failures?
If you have carefully read the Pnakotic Manuscripts, then yes, you can.
Walking through infinity leaving the Chaos Bag behind
After several initial rounds of playing all the assets except for Pnakotic Manuscripts and Allies, you have thinned your deck to the limit.
Ready to go:
- Play Hit and Run and put Leo De Luca in play.
- Play Knowledge is Power on the Manuscripts so you don't reveal any token on the next test.
- Play one or two Cryptic Researchs to draw all your deck and your discard pile.
- Use Leo's action to play Unearth the Ancients(2) to put in play two Laboratory Assistants and commit Perception(2) -> you pass the test 7 vs 4, getting a clue and drawing 6 cards in the process.
- Play one or two Cryptic Researchs to draw all your deck and your discard pile.
- From time to time you draw Cryptic Writings, winning two resources each time.
- Repeat until there are no clues left in your place.
You will soon have more resources than you can spend.
If there are no clues left, play Swift Reflexes to investigate Buried Secrets commiting the other Perception(2) if needed.
At that moment you may play Shortcut to move to another location before restarting the loop playing again Hit and Run.
The other investigator who can do this combo is Unfallible Rex Goes Infinite.
Like all infinite combo decks, there is no fun to play them in a real game.
Weaknesses
Although some Basic Weaknessess are harmless to the combo, the ones that are discarded after a revelation effect may completely break the combo. If you want to try it, make sure that the Random Weaknesses allow you to play it.
4 comments |
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Nov 18, 2024 |
Nov 18, 2024Forgive my carelessness, you can always put the horror on allies. |
Nov 18, 2024I hereby propose "THE RULE OF NINE", where no more than nine cards, or nine actions, can be used in a single turn (good luck keeping track.) |
Nov 18, 2024
I love it! Although the Rogue Guild disapproves of this comment. This particular deck is unplayable; it’s not fun, but we’ve all played with a Rogue's deck who, on a normal turn, does so many things with so many cards that it’s terrifying. |
I want to venture to ask how to deal with the horror of running out of deck.