Card draw simulator
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None. Self-made deck here. |
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FlashFang · 2
Hi. This is my first deck but I was adviced by an experienced player. It might miss some important key features and hence, I would be pleased to receive some comments and advices.
I am trying to buff myself using money. The deck is more expensive than average, I guess? Is this still smart when I want to use the money-dependent buffs?
If I succeed with a Double or Nothing with a "Watch this!" and some skills for the extra difficulty, I might be very rich very quickly. To actually draw the combo, I added some card draw.
I want to get High Roller asap to get some consistency.
Finally, I want to be able to fight and investigate somewhat well.
Let's do a cost analysis of your deck:
For most investigators, you get one resource and one card draw per round. Another way to interpret this is; you get an income of 1 resource per round, and x expenses, where x is the cost of the card you just drew. Your starting hand also follows this neat one to one ratio, as you get 5 cards and five resources when you start the game.
You can determine from this that, if your whole deck is one cost cards, you won't have any money problems. For every card that cost more than one, you'll be short on resources and have to spend actions gaining resources to break even, and vice-versa.
Cards like Emergency Cache cost -3 in this example, as do all cards that give resources. Cards that draw more cards cost one more for each card you draw, as that is a draw without a corresponding resource that you would get had you drawn it in the upkeep phase.
Of course, Jenny Barnes gets twice as many resources as her effect, so her deck could be filled with 2 cost cards and she would break even. So we'll have to account for that.
So, with all that in mind, consider the following; you'll have 33 cards in your deck. The first five that start in your starting hand will come with 5 resources, and the rest with 2 each. 5 + (2*28) = 61 resources gained before you deck out. Your decks total cost is 51, giving you a profit of 10 resources.
Your deck can draw you a total of six cards (from your Preposterous Sketches), and thus you lose 12 resources from this (it would be six lost resources for any other investigator, but for Jenny Barnes, the loss is doubled.) It turn, you gain 6 from Emergency Cache, 3 (estimated) from "Watch this!" and let's say 6 from Dario El-Amin. Final result? 10 - 12 + 6 + 3 + 6 = 13 bonus resources.
There's more, however, if the form of committing cards to skill checks. any card committed to a skill test will have its cost effectively reduced to zero, an effective cost saving method. Skill cards already cost zero, but what about your assets and events? Let's assume you'll play every card you want to play, and commit all the others. Cards like Dario El-Amin, Track Shoes, and Hard Knocks, do not benefit from the second copy being played (or even can't be played), hence they'll likely be committed instead, hence they can be treated as having zero cost. you have four such cards, totalling to 11 saved resources. 11+ 13 = 24 resources in the bank.
Finally, you have Jenny's Twin .45s and Hard Knocks, cards that cost exactly how much you want them to. There's no effective measurement for these cards; you'll just have to determine that within your games.
And that's it. 24 resources is fairly decent surplus if you plan to run cards like Well Connected and Money Talks. Really though, your choices of cards is... questionable, but I'll leave that discussion for another time.