Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
Sokourov · 1338
“Running! If there’s any activity happier, more exhilarating, more nourishing to the imagination, I can’t think of what it might be.” — Joyce Carol Oates
POV:
You are about to start your greatest marathon, your beloved shotcaster in one hand, prepared to snitch your victory out of the slow monsters of Dunwich.
| Difficulty:||★★★☆☆ - Pretty straightforward deck, with interesting decisions every time you evade an enemy (is it worth dealing the damage, or just getting away?)
| Enemy Management:||★★★★☆ - Very good, except for your Nemesis which recquires some specific cards to deal with.
| Clue-getting:||★★★★☆ - Extremely good for true solo, with some events to grab 2 clues on difficult locations, even on connected locations.
| Encounter protection:||★★★☆☆ - Once you have a few assets in play, you're very safe, especially with one of you allies.
| Survivability:||★★★★☆ - Very good, despite the base 5 sanity.
| Economy:||★★★☆☆ - Relies on events that let you either reduce the cost of assets, or just let you get a lot of cash once in a while. Not that consistent.
| Card Drawing:||☆☆☆☆☆ - Absent.
This deck was able to win Return to Dunwich Legacy in Standard difficulty, without any boons, but with the lastest Taboo list of Chapter 1.
The deck 25 XP (including 5 from the resolution of the last Scenario.
Main goal of the deck:
It revolves around using Shotcaster to investigate with Rita Young's , so with a base 5, and most of the time 6 to 7 depending on your assets on the board. Your main ways to boost yourself are Peter Sylvestre, Track Shoes and Sparrow Mask (even though it's better to actually use it to boost your during the mythose phase.
Most of the economy rellies and events, either by gaining resources through parley actions with Grift or reducing the cost of your assets with "I'll take that!" which is a great way to play things at fast speed and also reduced cost.
This deck is however has nothing to actually draw any cards and you might feel stuck to your small hand sometimes.
This is one of the stronger sides of this deck. Rita Young alone has a great ability to help her dealing with enemies, rewarding your for evading things, either by flying away from the threat faster, or by stabbing them in the back.
Her ability to deal one damage is actually a great way to finish off monsters after using the Hatchet on them once. Your can also boost your evasion damage with Long Shot since it's one of the few cards in the game that can add more damage to an evasion test.
Vamp is mostly use to kill of enemies, but you can also use the other abilities when it's interesting, depending on the situation. It's very good to deal with Hoods, a very annoying weakness. Sweeping Kick is also a good way to get rid of your personnal weakness (they will get to attack you once though so be aware of that).
Besides using Hyperphysical Shotcaster to empty locations from their clues, your can use multiple events that get you clues without being very good at : "Look what I found!" is a classic solution for since the early years of the game, and is quite fantastic for the occasional 2 clue locations that you sometimes get in solo. Their upgraded version lets you even snitch clues on connected locations, allowing your some pretty cool plays. Speaking of snitch, Snitch is a fantastic way of getting clues without even investigating. It's a great solution to specific points in the campaign where you can't investigate on the key locations, the finale location of the Miskatonic museum for exemple, or simply when there's an enemy in the way.
Lucky! is a good way to avoid failing some tests, as well as Granny Orne which can reduce the amount you failed by. Peter Sylvestre's ability to soak and heal his horror is absolutely insane in the last scenario where horror can pile up very quickly each time you get teleported to another location. Perseverance is also a very good event to avoid being killed by mythos cards.
Overall, I only died once in the campaign playthrough, in the train scenario, mainly because I didn't find the investigating pieces quick enough, and that scenario hits very hard on the horror/damage in a quite unfair way.
BONUS -
If you ever have too many XP, Salvage is very good card to get, it's a great way of recycling your discarded assets or even replaying Hyperphysical Shotcaster since it discards itself when it's empty, same thing for the Old Keyring.