Card draw simulator
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None. Self-made deck here. |
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None yet |
DerBK · 2396
My Nate deck after Black Stars Rise, going into Dim Carcosa. The campaign was two-handed, with Nathaniel and Jacqueline.
Nate is quite the bottomless pit to throw XP into, this deck can easily gobble up another 20XP, upgrading the One-Twos, the second Grete, the Get Over Heres and adding the second Stand Together.
Spiritual Resolve was a last second addition to prepare for Dim Carcosa with some additional horror soak. In any other campaign, those 5XP would've probably went towards some of the upgrades mentioned above.
I am very happy with how this deck turned out. Double Boxing Gloves enabled by Bandolier is a riot to play and between Randall, the Backpack and tons of card draw in a slim deck it's easy enough to find and assemble.
Backpack is not only useful to find the second glove or the Bandolier, it can also pick up Mirror and/or Handcuffs. Of course, Backpack and Bandolier share the body slot, so once the Bandolier is down, Backpack becomes a dead draw. I didn't find that particularly problematic because at that point i am drowning in cards. Prepared for the Worst could be a substitute and it also goes on SttP, but i found it often useful to grab the other items out of the deck as well so i chose Backpack.
Handcuffs is of course fantastic to defuse Tommy Malloy. Due to all the card draw, you can easily cycle through the deck once or even twice, parking Tommy somewhere on the board so he doesn't reshuffle helps a lot.
Mirror is just a generally good card to include and the Soothing Melodies help with keeping horror low. Sadly the Melodies aren't Spirit traited, that would've really tied the deck together :)
Thing that Follows is a huge pain for this deck. Yes, you can just punch it but that costs one of your event cards or two of your actions. And since it reshuffles instead of getting defeated, you can't even trigger your Gloves or play Glory afterwards. Super annoying weakness for Nate and the main reason why i upgraded my Counterpunches fairly early.
On SttP, i usually put Clean Them Out for some early income boost, a One-Two Punch as a panic button if i drew something big that needed to die NOW, and a Dynamite Blast for the occasional demolitions.
How To Play: Hard mulligan for gloves or a card that finds them. You absolutely need one as soon as possible to get the train rolling. Without them, you run out of steam super fast. Other than that, keep any non-Spirit cards you can find. You'll find the spirit cards soon enough. Once the Gloves are in play, you can start tearing through the deck. You will draw two or three cards per turn, depleting your deck of Spirit cards at some point. That is when Overpower and Glory come in. Overpower is in almost purely for card draw, just commit it whenever you think you are sure to get that succeed by 2 (which should be pretty much all the time). Using Overpower and Glory, tear through that last bit of your deck and towards the reshuffle, so your boxing gloves start handing you cards again. If gloves are in play, wait with playing Backpack until your deck is 12 cards or less. This allows you to just grab everything that was still missing in terms of non-Ally assets. Stand Together is a Spirit card and should be a priority to grab with the glove triggers. Once it's in your discard pile, it becomes the best target for your elder sign, grabbing even more cards and the cash to play them. I've had worse is also a Spirit card and a great card to hold as insurance against treacheries that come for your sanity.
Upgrade Priorities: 1 Glove, Backpack, SttP, Stand Together, 2 I've had worse, 1 Grete, the second glove. That's 26XP. From there on, your deck stands and you only get better.
Have fun punching stuff :)
12 comments |
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Sep 18, 2020 |
Sep 18, 2020The second glove is not just about the extra +2 fight, that's indeed almost unneeded in Standard (which i am playing at). But the extra card draw is super worth it. My random Basic Weakness was It That Follows which is kind of a pain with this setup as you will draw through your deck at least once and twice can happen. ITF is a weakness that can pop up multiple times per go through the deck and over the course of the campaign i probably killed that stupid thing 15 times. Maybe 20. |
Sep 18, 2020Also, Physical Training is an okay card (only the L4 upgraded one, the others eat too much of his resources), but for one Nate has all the fight he needs. And in terms of Willpower, the Bandolier(2) puts him at a respectable four and many of his cards can be committed for an extra icon if it's really important. |
Sep 20, 2020I think |
Apr 04, 2025Question, where's the damage in this deck? Like, 1 dmg per phase once from Nat ability, some events that are also one-time, and sure it pops low hp enemies, what about 4-8 HP enemies or bosses with even more? |
Apr 04, 2025The damage comes from the events. Your first event will usually deal 3 damage which is in most cases already enough to kill whatever popped up that turn. If not, then you just send another 2 damage event afterwards to clean up. Or, if you just need one more damage, just straight up punching them with 7 combat is perfectly fine, too. The deck is built to keep the events coming (and once there are only few events left in the deck to quickly draw the rest so you can reshuffle and get the gloves online again), so you aren't likely to run out. Just as a reference, this deck completely cleaned out all the Elite enemies in The Last King which is no small feat. |
Apr 04, 2025First time looking to play Nat, so I was confused, used to getting permanent dmg bonuses from weapons and such. Thanks for the reply. Any advice on how to properly play the fight in this deck? Like, am I correct that two Gloves mean I can fight one enemy, defeat him with Spirit event, exhaust one glove, use the same event on other enemy, exhaust other Glove, and still have this event in hand? |
Apr 04, 2025You seem to be misreading what the gloves do. They do not return the event you used to fight to your hand, they look in your deck for a new one to use. And you can actually use both gloves after defeating one enemy. It's correct that Nathaniels way of playing is quite a bit different than for example Roland's or Tony's. Event based play requires more card draw and more consistent flow of resources to pay for them than assets do. On the other hand, assets do require a larger sum of resources upfront, consume extra actions to play them and have to be played in advance. There's pros and cons to both and event based play is definitely the one that is a bit more involved because you need to be more flexible in which tool to use when while with assets you just play them during the first couple turns and then use them as appropriate. |
Apr 04, 2025You're right, I did misread Gloves. So, seems to be that income mostly flows from Clean Them Out, Stand Together, "I've had worse…", and it also works due to many events having 0 cost? Deck is fully packed though, can you tell what's would be the 0-3 xp version to start with? |
Apr 04, 2025Just throwing something together for level 0 without thinking about it too much: arkhamdb.com Worth pointing out that the deck on this page is 5 years old and that there's some good cards in newer sets that deserve consideration as well. This level 0 list has Ready for Anything (Drowned City), Wolf Mask (Hemlock Vale) and Toe to Toe (Edge of the Earth) for example and all three are cards you might consider actually keeping in the deck. An update plan/priorities are in the deck description, so i won't be going over that again. Without wanting to go into it too deep right now, some other cards from newer sets to keep on your radar are Sweeping Kick and Prophetic both of which are excellent. If you want to start with In the Thick of It, then Prophetic could be an excellent use for those starting 3xp. |
Apr 04, 2025Thanks for the help, I'll check that all out, I love playing monster killers and leaving all clue-finding to others, would love to see how event-based fighter works - also, Wolf Mask is something I've tried out, pretty cool card, with that Nat's double-glove first attack on engaged enemy would have basic 5+4+2=11 which is crazy!!! |
Apr 04, 2025Godspeed :) |
do not think you need a second boxing glove in play. 1 gives you +7 base for fighting. seems pretty high. I prefer using physical training this is very flexible wity Cho and is thematically cooler. Also which random basic weakness do you have, because with stand together, glory and gloves ability i'm pretty sure you will see this every time entering in play.