The Diana Stanley Maximum Empower

Card draw simulator

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Neuromoss · 206

Lucid Dreamingis necessary to find all copies of Empower Self. Well Prepared synergizes with Empower Self and Twilight Blade. Uncage the Soul and Ever Vigilant supports our economy and momentum going. The enhanced versions Dodge, "I've had worse…" and Defiance (only when there are enough tokens with symbols in the bag) are very important as they significantly improve our economy. And they can work from the very beginning of the scenario.

Backpack searches for Twilight Blade (but this is not really necessary until the middle of the game) or Survival Knife. And also works great with Ever Vigilant. At the same time, given the increased size of the deck, the Backpack works better than Prepared for the Worst.

Diana is practically the only investigator who can use Enchanted Armor and Bind Monster with almost no additional investment. In the later stages of the scenario, you can soak up a huge amount of damage cheaply with Enchanted Armor (especially with the combo Well Prepared + Twilight Blade). And Bind Monster will allow you to disable strong enemies in one action quite reliably.

Of course, the first couple of scenarios you will have to play with a more classic set of cards, for example: Drawn to the Flame, Read the Signs, Spectral Razor, Enchanted Blade, Prepared for the Worst, Delve Too Deep, Stand Together. Depending on the focus of your teammates and the campaign in the first scenario, you may even need Clairvoyance, Vicious Blow or Unexpected Courage

Diana's deck often includes Dark Prophecy. But in my experience, it's a specific card that works very poorly early in a campaign when there aren't many tokens with a symbol in the bag. Its most real use is in very important checks in at the end of the campaign where you need to eliminate . Simply using it to boost Willpower feels weird in this deck.

Cards like Bind Monster and Enchanted Armor can be very situational in some campaigns, so you might want something more versatile, like Counterspell. Or cards will be required to solve specific problems: "Fool me once..." (when playing with three or four players), Ikiaq (in case of particularly brutal weaknesses of the investigator), or set of Sacred Oath.

The deck is most clearly manifested in combination with investigators who have an innate vulnerability to contact cards (Joe Diamond, Preston Fairmont, Finn Edwards).

Typically the build starts off slow like most Diana decks, but by mid-game it can pull the party out of the toughest of scrapes.

I hope you enjoy this build. Thanks for reading. May the be with you!

14 comments

Aug 06, 2025 Skurvy5 · 1

I like this a lot! Very intriguing, and will definitely revisit this list the next time I look to play Diana.

Aug 07, 2025 Zeberdee · 1

Thanks for the write up and love the concept here. but what does the deck do for action compression? Does it just do basic actions all the time (+ Survival knife). I feel like im missing something

Aug 08, 2025 Neuromoss · 206

@Skurvy5 Thank you, I am very glad. I will be glad to hear your experience.

Aug 08, 2025 Neuromoss · 206

@Zeberdee Thank you very much for your comment.

Safeguard saves a lot of movement actions. If I play with very mobile investigators, I sometimes take the improved version. This saves dozens of movement actions per game.

Survival Knife + Dodge is 3 damage without any actions at all.

Bind Monster spends only one action at the end of the scenario to neutralize a large non-elite enemy and most likely forget about it.

Ever Vigilant and Uncage the Soull essentially also very noticeably compress actions. This is much more effective than the Emergency Cache. In addition, Diana's ability itself gives you at least 5 cards and 5 resources.

Well, in general, part of the deck is aimed at fighting the encounter deck. If you cancel or take away some contact from an investigator who would have spent a lot of time on it, then this is also a kind of compression of actions.

But you are absolutely right that direct compression of investigation and combat actions is not enough here. Usually, the tempo of the deck is enough for me to successfully complete the scenario. But if my teammates can't handle it or I'm playing solo, I usually use Drawn to the Flame, Read the Signs, Spectral Razor, Enchanted Blade or something similar, and just leave those cards in the deck for the rest of the campaign. Especially since Read the Signs can work with Diana's ability too.

But I usually play with two or three players, and most often the build plays the role of support tank and control of encounter cards, plus it is a hybrid that can pass difficult checks of any skill from the middle of the game.

And I haven't played The Drowned City or Hemlock Vale, so my experience with them is limited with this deck.

Aug 08, 2025 Neuromoss · 206

@Zeberdee Sorry, I pasted the link incorrectly.

Aug 10, 2025 Zeberdee · 1

Thanks @Neuromoss. I didnt think of it like that. I would still want a big weapon or attack spell to use during my turn if im the guardian. Could have it instead of enchanted armor with so many cancels. But just personal choice I think. Still looks fun!

Aug 12, 2025 StartWithTheName · 75570

Nice deck @Neuromoss. Im a huge fan of diana control builds.

If im reading this correctly, its a flex deck @Zeberdee not a dedicated fighter. He says it fights the encounter deck. Which might be easier to understand as "encounter control". In flex builds you just have small bits of enemy control/damage. Enough to hold your own basically, not carry the team. Basic investigates are also usually fine in them. Here you can get to 5 once a turn each with Empower Self, and once more if you can also get with Well Prepared down. So, one or two clues a turn from low/mid shrouds (2s or 3s), or 1 clue from a high shroud (4 or 5) combining both.

Ofc you can make small swaps to bring in more damage/bonus clues as you say. Just add say Shrivelling or Rite of Seeking or similar cards if you are swapping out Enchanted Armor it even frees up the arcane slot.

Also - This might be one of the only decks that could pull off the Bind Monster + Grievous Wound combo. I know its not a good combo. It could be fun though!

Aug 12, 2025 Neuromoss · 206

Thank you very much @StartWithTheName. I really appreciate your comment! And completely agree with the above. If you don't mind, I really want to ask you about the copies of Empower Self. If we have all three copies, is it possible to exhaust all three and get, for example, +6 to some skill? After all, there are no other clarifications in the English wording. We just have "exhaust Empower Self" We don't do this in our group and I know that there is a rule that says to use the card name only for the card itself, and not for copies. But I don't quite understand how this rule then works, for example, with Sled Dog with a similar wording, but does not work with Empower Self.

Aug 12, 2025 heppu · 2

@Neuromoss the card name refers to the card itself. Sled Dogs specify you exhaust multiple copies.

I don't think the deck works like you want it to

Aug 13, 2025 Neuromoss · 206

@heppu Yes, of course, I understand that exhaust "name" is a standard wording and RAW Empower Self only exhausts itself, not copies. But I'm not sure RAI intended it that way, given the cost of Empower Self in resources, experience, actions, and the overall complexity of using them.

I just couldn't find another example of wording on a card that exhausts another copy, so I don't quite understand how it should look. I find this an interesting mechanic. Still, "Exhaust Empower Self:" and "Exhaust X Sled Dogs:" looks pretty similar. And Sled Dog is clearly referencing other copies of itself, ignoring the basic rule.

But it doesn't really matter. Thanks anyway. I just thought it was interesting.

Aug 13, 2025 StartWithTheName · 75570

With the caveat that I am actually much of a rules guru ... I just know a dave. I have come across this before, Im afraid Heppu is right.

A quick C&P from a section squirrelled away in the the rules reference (page 18) to help:

Self-Referential Text:

When a card’s ability text refers to its own title, it is referring to itself only, and not to other copies (by title) of the card. Self-referential abilities using the word “this” (e.g. “this card”) refer only to the card on which the ability is located, and not to copies of that card.

images-cdn.fantasyflightgames.com

This doesnt mean the deck doest work ofc. It just means it doesn't do this particular thing.

Aug 13, 2025 StartWithTheName · 75570

*Not much of a rules guru.

Aug 13, 2025 Neuromoss · 206

Yes, I understand. Based on the rules, the situation with Empower Self looks clear. Thank you very much, @StartWithTheName, for the additional clarification.

Mar 16, 2026 Arfinius · 1

Any suggestions for a new player on what deck to start with for this archetype?