Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
PearHalves · 1
Evader/Cluever Pay-to-Win deck
Main features
Gains a lot of resources to buy extra actions and to pump into Streetwise(3).
Uses Daredevil(0) to discard the entire deck and then you can pull back A Glimmer of Hope and A Glimmer of Hope(2), which you can run both of due to parallel "Skids" O'Toole deckbuilding. Daredevil also pulls out weaknesses left in your deck, so you have more control over when you have to deal with them and potentially saves future draws. Do not add any rogue skills other than Daredevil(0), as this breaks the combo.
Deck Weaknesses
Outside of Glimmer/Glimmer(2), there's a lack of and boosts, and there's not a lot of soak between Gregory Gry and Trench Coat, so a series of bad encounter cards can leave you struggling if you're unable to get a decent number of Glimmers recurring. This weakness can be somewhat addressed with the extra cards you add when picking up Underworld Market.
The effectiveness of the Daredevil combo depends on the weaknesses in your deck, some of which make the combo straight up detrimental to play, so be wary.
Priority pickups
- Streetwise(3) (stats)
- Probably the most important card in the deck. Most of the skill tests you perform willingly are or , and +3 is going to make them -only pretty much every time.
- A Glimmer of Hope(2) (commits and encounter protection)
- These are your main way of dealing with tests, and having them in your deck vastly improves the effectiveness of the Daredevil combo.
- Underworld Market (consistency)
- Allows you to have your important tools on demand, so long as you count cards correctly.
- The extra 10 card choices this gives you are mostly up to you, though 3 of the cards will need to be illicit to be able to trigger the market at the start of the game. Adding second copies of British Bull Dog, Trench Coat, Lucky Cigarette Case, and Daredevil will help with consistency, but they aren't essential. Use this opportunity to cater to your specific campaign.
Useful Pickups
- Another Day, Another Dollar (more starting resources)
- Allows you to get out assets early without comprising your Streetwise funds.
- The Red Clock(5) (passive resource generation and other bonuses)
- +1 resource and +4 to a skill test each round will save you a lot of resources over the course of a scenario, and you have the flexibility of foregoing the +4 to get 3 extra moves instead (which don't trigger AoO by the way) and build up towards the 2 bonus actions. If you pick this up, you pretty much full mulligan for it every time.
- Lockpicks(1) (consistency)
- You won't miss the succeed-by-2 condition often, but over a campaign it will likely happen at least once. These are only 1xp each, and that price is worth it for the security.
- Hot Streak(4) (more resources)
- Net +7 resources for one card and action. The initial cost can be an issue if you've been spending a lot, but the value here is incredible.
Other Considerations
- Thieves' Kit(3) (more resources)
- Probably only pickup if you're hyper focused on investigating, otherwise it's likely too slow.
- The Skeleton Key (low difficulty investigates for the whole team)
- A good support pickup if your team lacks on clues.
- Pickpocketing/Pickpocketing(2) (rewards when you evade)
- Probably only pickup if you expect to be evading every round, otherwise it's likely too slow.
- Lucky Cigarette Case(3) (helps you find the cards you need)
- Consider picking up Relic Hunter with this, particularly if you also have the Clock.
- Lone Wolf (passive resource generation)
- +1 resource per turn if you can keep your friends away.