Card draw simulator
Derived from |
---|
None. Self-made deck here. |
Inspiration for | ||||
---|---|---|---|---|
Vincent Lee "the iatrogenic" | 5 | 5 | 0 | 1.0 |
Calprinicus · 5780
SUMMARY
Vincent Lee has the unique deck building requirements to run have Studious, Geared Up, Backpack, Well-Maintained, and Schoffner's Catalogue. This gives you an explosive turn 1 where you can play 10+ items costing over 20 resources.
- 5 - SETUP
- 4 - CLUES
- 4 - COMBAT
- 2 - MYTHOS
- 5 - SURVIVABILITY
- 4 - ECONOMY
Great for Solo
DECK CREATION
You need to grab a few cards before the first scenario.
-
- Get at character creation. Give yourself 2 physical trauma. Use the 3xp to get Studious. You'll use the physical trauma to heal at the start of the game and give yourself On the Mend. Studious is crucial for your first turn (see below)
-
- This is the WHOLE reason for the deck. Get this at character creation.
TURN 1 WIN - OVERVIEW
-
- This is the CORE of build. "One at a time play ANY NUMBER of ITEM assets from your hand, reducing the cost of EACH by 1."
- This deck runs 23 items! About half are 1-cost items.
- Backpack gives you 3 extra items to play.
- Schoffner's Catalogue allows you to play your higher-cost items.
- Well-Maintained is fast and can return a Backpack or Schoffner's Catalogue to your hand to play it again.
-
- This card gives you 2 more items to play in your first turn and also helps you mulligan for better cards.
-
- These are free with Geared Up and since the items they find count as being in your hand, you can play the items you find with it.
- Most of your cards are items, you'll find something awesome.
- You WANT a backpack in your opening hand. Mulligan anything that is not essential to find one.
- Ideally you want to play both Backpacks. If you find a Backpack with your Backpack, you can play it as long as it's the last item played from it.
- CAUTION: Tool Belt takes up the same body slot. Make sure you play Tool Belt after you played all your backpacks on turn 1.
- Since Well-Maintained is fast, you can attach it to a backpack even with Geared Up before it's empty to return it to your hand and play it again to play more items.
-
- This allows you to play your more expensive items like Fingerprint Kit and Bonesaw.
- With Geared Up, this costs 1 resource to play but each secret spent has extra value since items are already at a discount!
- Unused secrets after turn 1 help allies.
-
- This item is fast and can get you an extra use out of a Backpack.
- This item is fast and can get you an extra use out of Schoffner's Catalogue
HOW TO MULLIGAN
ALWAYS KEEP
- Backpack
- Schoffner's Catalogue - Only one. Dump duplicates.
- Bonesaw
- Fingerprint Kit - Only one. Dump duplicates.
SOMETIMES KEEP
- Well-Maintained - Only if you already have a backpack
- Strange Solution - Only if you already have a backpack
- Hallowed Mirror - Only if you already have a backpack
ALWAYS MULLIGAN
- Duplicate items (Except Backpack.
- Any non-item cards.
- All other items.
EXAMPLE MULLIGAN
(You might think this is best-case scenario, but it's pretty average. If you don't believe me, I highly suggest trying this with the Opening Hand Simulator below.)
STARTING HAND:
- Jessica Hyde
- Well-Maintained
- KEEP - Schoffner's Catalogue
- KEEP - Fingerprint Kit
- Painkillers
- Tool Belt
- Surgical Kit
Using the guidelines above: We're only keeping Schoffner's Catalogue and Fingerprint Kit, mulliganing everything else.
AFTER MULLIGAN
- Schoffner's Catalogue
- Fingerprint Kit
- Smoking Pipe
- Backpack - JACKPOT
- Well-Maintained - DOUBLE JACKPOT
- Jury-Rig
- Gravedigger's Shovel
Alright. The first card that you play is your Schoffner's Catalogue and Backpack. This costs us 1 resource.
FIRST BACKPACK:
- Tool Belt - SKIP - We have a well-maintained to reuse this backpack, otherwise, this would be kept.
- Jessica Hyde - SKIP - not item.
- Hallowed Mirror - KEEP - High value target.
- Bandages - SKIP- good with Bonesaw, but we have another backpack use.
- Strange Solution - KEEP - High value target
- Bonesaw - KEEP - High value target.
- Emergency Cache - SKIP, cannot be played.
- Jury-Rig - SKIP - not item.
- Fingerprint Kit - SKIP - We already have one.
- Well-Maintained - SKIP - not item.
- Magnifying Glass - SKIP - We already have
We play all three items. Hallowed Mirror, Strange Solution, and Bonesaw. This only costs 3 secrets from the Schoffner's Catalogue
Before the Backpack is discarded, we attach Well-Maintained to it. As we play the last item, it discards, triggers well-maintained, and returns to our hand. We play it again!
SECOND BACKPACK:
- Gravedigger's Shovel SKIP - We already one in our hand.
- Pocket Telescope - SKIP - We already have a Fingerprint Kit in hand.
- Jessica Hyde - SKIP - Cannot keep
- Emergency Cache - SKIP - Cannot play this turn.
- Emergency Cache - SKIP - Cannot play this turn.
- Backpack - KEEP - Jackpot.
- Painkillers - KEEP - Free. We have a Smoking Pipe in hand.
- Painkillers - SKIP - just kept one.
- Bandages - KEEP - Great with Bonesaw.
- Jury-Rig - SKIP - Cannot Keep.
- Smoking Pipe - SKIP - Already have one in hand.
We got a Backpack and do this again, but first we play Painkillers and Bandages which costs us 1 more from Schoffner's Catalogue. 1 secret remaining.
THIRD BACKPACK
- Schoffner's Catalogue - KEEP - Allows us to play for expensive items.
- Jessica Hyde - SKIP - cannot Keep.
- Emergency Cache - SKIP - We have a lot of money left and a new catalog.
- Tool Belt KEEP - Allows us to play a third hand slot item.
- Tool Belt - SKIP - just kept one.
- Emergency Cache - SKIP - Would be lost when we play Tool Belt.
- Surgical Kit - KEEP - Great healing and weakness mitigation.
- Fingerprint Kit - SKIP - Already have one.
- Jury-Rig - - SKIP - cannot keep
- Smoking Pipe - SKIP - Surgical kit is better.
- Pocket Telescope - SKIP - This was a tough choice between surgical kit. More investigative options after fingerprint exhausts.
- Gravedigger's Shovel - SKIP - already have a weapon.
Now that we have played the last backpack, let's take a look at what we have.
IN PLAY
- Schoffner's Catalogue - From hand - 1 secret left
- Hallowed Mirror - From 1st backpack
- Strange Solution - From 1st backpack
- Bonesaw - From 1st backpack
- Painkillers - From 2nd backpack
- Bandages - From 2nd backpack
- Backpack - From 2nd backpack
IN HAND
FINISHING CHOICES
- Start by playing Smoking Pipe from our hand for free.
- We play the Schoffner's Catalogue from the backpack, spending the last secret from the one we had in play. It discards.
- We play the Surgical Kit then the Tool Belt for 2 secrets from Schoffner's Catalogue, it has 3 secrets left.
- We spend 1 secret for Gravedigger's Shovel then use the on Tool Belt to stow it.
- We spend the last 2 secrets, and 1 resource for Fingerprint Kit. We have 3 resources left.
- We're done! For our first turn, we played 10 items, totaling 20 resources, and still have 3 resources left!
IN PLAY
- Tool Belt
- Fingerprint Kit
- Bonesaw
- Hallowed Mirror
- Smoking Pipe
- Painkillers
- Surgical Kit
- Bandages
- Strange Solution
IN HAND
- Soothing Melody
- Jury-Rig - will likely be played on Fingerprint Kit.
HEALING CARDS
-
- Vincent Lee Signature. Repeatable Unexpected Courage.
- You'll likely give yourself this 1-2 times a turn. You'll likely give your allies this once every other turn.
-
- This is the best way to give On the Mend to your allies. You simply stand next to them as they take damage.
- Since it discards when its supplies are gone, you can recollect it with Well-Maintained.
- If you have Surgical Kit these can actually heal more than the damage they were hurt.
- Smoking Pipe is and can give you an On the Mend in a pinch.
- Great with Bonesaw. Gives you On the Mend when you hit. The 8 and 2 damage allows you can deal with elite monsters!
- Refilled with Emergency Cache
-
- Best option to remove a Wounded Bystander.
- A Soothing Melody and this removes Wounded Bystander in 1 action!
- Heals the horror acquired from Smoking Pipe.
- Refilled with Emergency Cache.
-
Hallowed Mirror / Soothing Melody
- Can Heal both damage and/or horror (when needed).
- Cantrip: 0-cost with card draw.
- It's an item for setup.
-
- Gives you On the Mend as a action.
- Surgical Kit heals this horror.
- Smoking Pipe heals this horror.
-
- Give this damage to Jessica Hyde and you'll get a free On the Mend at the end of your turn.
- Heal with Bandages to get an On the Mend as a .
- Heals horror!
-
- Heals damage each turn. Deal her 1 damage each turn so you always get a On the Mend at the end of your turn.
- Bonesaw's best friend.
-
- Used to give allies On the Mend.
- It's an 1-cost item. Perfect for Geared Up
- Refilled with Emergency Cache
-
- 4 resources when needed. Perhaps to drop a Fingerprint Kit or Jessica Hyde.
- Refills: Fingerprint Kit (primary target), Bandages, Painkillers, Smoking Pipe, Strange Solution, Surgical Kit.
TOOLBOX CARDS
-
- Allows you to essentially have 4 hand slots.
- Grab the tool you need for the turn.
- This competes with Backpack for the body slot. After first turn, this takes priority for that slot.
-
- A one-handed tool that deals 2 damage!
- Use Bandages to immediately heal and give On the Mend. 8 tests that deal 2 damage hits is a boss killer weapon!
- Give the damage to Jessica Hyde so you get a On the Mend at the end of your turn.
- Healing 5 damage from yourself or an ally is insanely powerful!
- Don't worry if they get physical trauma, you'll heal it.
- Use On the Mend and Jury-Rig to help succeed the 4 test.
-
- Decent weapon when you don't have Bonesaw.
- Testless clues are always welcome. Higher the shroud the better!
-
- Primary Cluing tool.
- Repeatable 2 Clues for 1 action!
- After exhausted, use Tool Belt to swap for a Magnifying Glass or Pocket Telescope.
- Refills with Emergency Cache.
-
- Good for high shroud locations.
- Fast means you'll likely never play this on turn 1 with Geared Up. It's better mid-game.
- Good in 2nd hand of Pocket Telescope and Fingerprint Kit.
-
- Saves actions. Move less.
- Helps find clues in places with enemies.
- Helps scout unrevealed locations.
- Great when paired with Magnifying Glass.
-
- Helps you or allies.
- Bonesaw, Fingerprint Kit, and Pocket Telescope are great targets.
-
- As described above, best when used on Backpack on turn 1 with Geared Up.
- Great on Bandages!
- Great on Gravedigger's Shovel!
- Great on Schoffner's Catalogue!
- If you attach to same item as #Jury-Rig, you get the attached item and Jury-Rig both to your hand!
STARTING DECK
PERMANENTS
- 1x In the Thick of It
- 1x Studious
- 1x Geared Up
ASSETS
- 2x Fingerprint Kit
- 2x Gravedigger's Shovel
- 2x Magnifying Glass
- 1x Pocket Telescope
- 1x Hallowed Mirror
- 2x Backpack
- 2x Tool Belt
- 2x Grete Wagner
- 2x Bandages
- 2x Painkillers
- 2x Smoking Pipe
- 1x Strange Solution
- 1x First Aid
EVENTS
- 2x Emergency Cache
- 2x Jury-Rig
- 2x Bizarre Diagnosis
UPGRADE PRIORITY
- 1x Studious
- 2x Bizarre Diagnosis Well-Maintained
- 1x First Aid Surgical Kit
- 2x Backpack Backpack
- 2x Grete Wagner Jessica Hyde
- 1x Strange Solution Strange Solution
- 2x Emergency Cache Emergency Cache
PHEW!
Have fun!
40 comments |
---|
Oct 19, 2022 |
Oct 19, 2022Is there a window to play Well-Maintained between items while resolving Geared Up? |
Oct 19, 2022I agree with |
Oct 19, 2022
Important bits bolded. Rules:
Well-Maintained:
I can play this during any player window during my turn. Geared Up
This is referring to the play action.
Timing & Player Window. In the investigator phase there is a player window before each action. Specifically this is called out in timing - 2.2.1 2.2.1
Geared up gives you any number of play actions. After each one, you'll return to a player window and have an opportunity to play Well-Maintained. Cheers. |
Oct 19, 2022Yes, I agree that all of those are the relevant rules, but Geared Up does not give you play actions, just like Ever Vigilant does not give you play actions. |
Oct 19, 2022
I would like to see where in the rules your reasoning is. To me It's clear from how effects work & the framework is used. Ex: Enemies with forced engages are not engage actions, but still use the same framework & timing as the engage action. Same is true here. Gear up does give you play actions, but still used the framework as that actions. Justified in rules... EFFECTS
This Still uses the 2.2.1 (mentioned above) of the "Framework event detail" & gives player windows before each played asset. |
Oct 19, 2022There's a couple of points that disprove the idea that there are player windows during Geared Up's effect. 1) From cards like Ursula Downs, Galvanize, Swift Reflexes, we know that to count as an action, cards need to explicitly tell you that you're taking an action, otherwise, you're just performing an ability. If that were not the case, then it would drastically change how cards like Haste, Pay Day and others work. You're implying that something like Ever Vigilant would count as 4 actions (1 play action for the card itself and the 3 "actions" it gives), which we know isn't the case. If Geared Up said "Take any number of play actions,..." when I'd be inclined to agree that they at least count as actions 2) Even in the case where you're given actions, they aren't necessarily flanked by player windows. Those are part of the framework and you can't really mix up non-framework effects with framework effects. If you're not taking an action via the specific step (2.2.1), you don't get to return to that player window, because you're not resolving a framework effect, you're resolving a card ability. It's the reason why playing Swift Reflexes doesn't actually grant a player window except for any generated during the action, such as during a test. You quoted yourself the rule that differentiates card effects from framework effects, so I think the difference is clear. To address another comment, while some game effects use the same steps for certain procedures (in your example, engaging an enemy), it doesn't mean you can conflate the specific framework steps with actions. Engaging an enemy follows the same steps whether it's an action or not, it doesn't make it an engage action, as you said. In the case of playing a card, same thing. You follow the steps for playing a card, but that doesn't make it a play action, much less part of the turn framework. To summarize, how Geared Up works, considering just the Geared Up player's turn:
|
Oct 19, 2022I agree with you that if the text on the cards Geared Up or Ever Vigilant or Scout Ahead said "take play actions" or "take move actions" similar to Ursula Downs or Close the Circle or Eon Chart or Haste, they would follow the framework as you describe. But since they do not have that text, that is not how they function. Essentially, my reasoning is that the card does what it says, and it does not do what it does not say. |
Oct 19, 2022"Geared up gives you any number of play actions. After each one, you'll return to a player window and have an opportunity to play Well-Maintained." This is wrong, as someone already noticed. When the game intends you to take an action, it tells you so. This is on par with the "move" and "perform a move action" distinction. If you are still not convinced, check Leo Anderson's FAQ. While his ability says " After your turn begins: Play an Ally asset, reducing its cost by 1.", it was confirmed this is not a play action, even if it uses the word "play". This said, a card being fast and the game being in the requested timeframe are both necessary condition to play a fast event, but they are not enough in this case. You found the rules yourself: A fast event card may be played from a player's hand any time its play instructions specify. If the instructions specify when/after a timing point, the card may be played as if the described timing point were a triggering condition for playing the card. If the instructions specify a duration or period of time, the card may be played during any player window within that period. If the instructions specify both a when/after timing point and a duration or period of time, the card may be played in reference to any instance of the specified triggering condition within that time period. To play Well-Maintained you'll need a player window during Geared Up resolution, but unless you fabricate one by, let's say, initiating a skill test, there is none in that timeframe. One way it could work is by running Shining Trapezohedron + a spell that is an asset too. The first is not allowed to Vincent, and as for the second, i do not think it exists in the game as for now. Deck idea is solid, and i like it even without the turn 1 Well-Maintained but as much as would like this specific interaction to work, it doesn't seem the case, in my humble opinion. |
Oct 19, 2022i meant "spell that is an item too" |
Oct 19, 2022As an addendum, there are cards that grant actions that are taken as part of Step 2.2.1. In those cases, the actions are added to your "pool" with effects such as Leo De Luca, Daisy Walker or The Red Clock and not ones you must immediately take like the other examples I cited. |
Oct 19, 2022
Also, good call out |
Oct 19, 2022
This has gone a little off the rails. We can all certainly agree that the plays from Geared Up are NOT ACTIONS and won't trigger cards that care about the actions you've taken like Haste or Pay Day. I'm not say it gives you actions, but it uses the same framework as the play action (2.2.1) which has player windows between each play. Lets look at a similar card: Nimble Nimble give you three sequenced moves (non-actions). With your logic of not being able play ANY of the following fast cards until the entire effect completes (completion of the third move). I'm arguing, these moves would use the same 2.2.1 framework for moves which is similar to the plays from Geared Up. After each move from nimble you have a player window and could play these cards. |
Oct 19, 2022In regards to Leo Anderson FAQ, that would also imply the moves from Nimble don't trigger AoOs? |
Oct 19, 2022Clearly there is a dispute. I have requested an official ruling request: www.fantasyflightgames.com In the mean time, I'll use the Grim Rule and say I cannot use fast event cards (with non when/after timing) during sequential non-action cards like: I respond here (and on the card) if I hear back. |
Oct 19, 2022Framework step 2.2.1 is meant to describe how to resolve effects, it's just how players take their regular 3 actions (plus any other actions that have been added to their pool). Not sure why it would apply to any play or move abilities? You only carry out this step when taking your turn actions, not when resolving abilities. If you did, why are you skipping straight to 2.2.1? There's an entire framework around it. If you want to perform all the steps of a play, see the Play entry in the Rules Reference. In regards to Nimble, same thing. It does not have any player windows between the moves and none of the moves trigger AoOs. |
Oct 20, 2022I'm missing something here... how do you win on turn one? |
Oct 20, 2022Well, throw in as much setup on the table as possible. And then ideally hope to have a weapon in play and both quite a solid intellect value and a repeatable way of getting 2 wild icons. I mean, it certainly is a strategy... I'd never ever call that a turn one win, though ;) Btw the others correcting you are right, only way to get a player window during Geared Up or Ever Vigilant is to somehow initiate a skill test with your items/assets played (or cards drawn from that that, e.g. draw from Laboratory Assistant drawing a Dilemma or Weakness) or being able to use those to immediately perform an action. So basically only a reaction on entering play is in the consideration at all, something like Laboratory Assistant or the rare enter play skill test possibility like Sword Cane. |
Oct 21, 2022If you are really trying to maximize the effectiveness of Geared Up then At a Crossroads is your card. Gives you the opportunity to draw three more cards or 6 if you draw them both without losing any actions... because you lost the actions already with Geared Up |
Oct 21, 2022At a Crossroads works with Geared Up, but your reasoning is backwards. If you have At a Crossroads in your opening hand, that triggers first when the game begins. After that, at the start of your turn, the Forced effect of Geared Up comes into play. It's important because the wording of "then" in At a Crossroads requires that the action must be lost in order to draw cards. If you draw At a Crossroads during the resolution of Geared Up, you no longer have the action to loose so you must choose the top option. |
Oct 23, 2022"If you draw At a Crossroads during the resolution of Geared Up, you no longer have the action to loose so you must choose the top option." When resolving "Geared Up" is it not your turn (ie turn 1)? If so, then why wouldn't you have an action to lose on your next turn (turn 2)? |
Oct 31, 2022Consider to add Shrewd Analysis: you can add a second copy of Strange Solution for free since it is the only eligible Identified version for Lee deck requirements |
Nov 21, 2022Some more shenanigans when you're at it, if you switch out your mag glasses with Ice Pick you can exhaust it for the + one and in the same window switch in with either Dissection Tools or Hawk-Eye Folding Camera to get the passive stat increase and following clue. All while keeping your other hand clear. |
Dec 07, 2022
Rules Question: This is rules question for Arkham horror the card game. There are a few cards that give you sequential non-actions: - Geared Up - Ever Vigilant - Nimble My question is can you play fast event cards between the play/move non-actions? Example: Play Well-Maintained on a backpack in the middle or resolving Geared up. Or Play Elusive, mysteries remain, or open gate between the moves of nimble. To answer your question(s): Yes--you would be able to play Well-Maintained on a Backpack while resolving Geared Up, and you would be able to play Elusive/Mysteries Remain while resolving the moves from Nimble. Sincerely, Alex Werner, FFG Game Rules Specialist Rules questions and their answers are reviewed by both the Arkham Horror: The Card Game design team and the Game Rules Specialist. |
Dec 08, 2022Whoa! That's completely different than what I thought. Now I really want to try the Well-Maintained and Backpack combo! And you mentioned some other ones that would be fun like Nimble and Open Gate. Thank you for asking and sharing. |
Dec 16, 2022This is definitely the ruling i was not expecting, but Werner did surprise me before. Thanks for asking, it is good to have an answer! |
Dec 16, 2022Now that we know fast actions work in the middle of non-actions, there are some more things that you can do to make this deck even more consistent. I would potentially look to add 2x Tempt Fate and 2x Scroll of Secrets. As per the taboo mutation, Scroll of Secrets action is now fast; so it comes out for 0 and immediately replaces itself, at best it draws into a Well Maintained off the bottom of your deck. The hand slot doesn't matter when you are probably only using it to cantrip. |
Dec 21, 2022Rules Question: In the comments of this decklist (https://arkhamdb.com/decklist/view/39640/guide-vincent-turn-one-win-1.0#13124) there's a ruling that seems to indicate that Geared Up and Nimble both include player windows during the resolution of their effects. I think most people have been operating under the assumption that the only places where player windows exist is at the specified points in the phase sequence chart and skill timing chart, and that unless a card gives some other timing point, those are the only times when you can play fast cards, use free triggered abilities, etc. If that is not the case, and there can be other unspecified player windows, including during another non-skill-test effect like Nimble or Geared Up, could you provide guidance on when you can and can't play fast cards and use free triggered abilities? (for reference, I think the previous understanding would have been that Geared Up triggers at 2.2, so you have a player window before and after it, but not during) Response: We were unaware of such a reaction until you sent this to us, so thank you for that. We have come to realize that the ruling we made for fast cards was incorrect with the rules as written, and led to consequences we weren’t intending. We apologize for misleading fans. The rules of when to play fast cards should follow what’s written in the Rules Reference. To recap and clarify the initial question, a fan was wondering if Well-Maintained · ArkhamDB can be played while resolving Geared Up · ArkhamDB, and the answer is no, because Well-Maintained needs to be played during a player window of its specified period of time (the player’s turn). It was a similar situation with Nimble · ArkhamDB and Elusive · ArkhamDB where Elusive cannot be played outside of a player window, so it cannot be played while resolving Nimble. This will override the earlier ruling. |
Dec 21, 2022Update from Alex (a.k.a Official Arkham Ruling): I’m sending this email to inform you that we are retracting the ruling made in the email below. The results of the ruling led to consequences that weren’t in line with what we wanted for the game, nor did it follow the actual written rules for playing Fast cards. We unfortunately missed this earlier and we apologize for misleading you. The current ruling to your question is as follows: “’If the instructions [on a fast event card] specify a duration or period of time, the card may be played during any player window within that period.’ Well-Maintained must be played during a player window on your turn, so you could not play it while resolving Geared Up. Similarly, you cannot play Elusive/Mysteries Remain/Open Gate while resolving the movements on Nimble.” Sincerely, Alex Werner & the Arkham Horror team |
Dec 22, 2022
|
Jan 01, 2023Hi, just noticed schiffners catalogue is missing from the zero DP version, is this intentional? |
Jan 01, 2023(I meant to say zero XP) |
Feb 08, 2023Hello, Unless I'm mistaken, Vincent Lee can't integrate in his deck the "Strange Solution" XP (he can only have Seeker cards from 1 to 3 xp) ! |
Feb 08, 2023
|
Feb 09, 2023Oh yes, that's right! Thanks |
May 16, 2023Thanks for sharing this deck. I’m currently playing with few small modifications as I don’t have all the cards. Also slightly more clues getting cards. It is working well but the luck you have on turn 1 really make difference, no backpack and Schoffner really hurt. Also one small issue I have is failing investigaton tests because I run out of damage to heal or run out of healing cards to get on the mend. But its still a strong deck which is different and fun to play. |
Aug 31, 2023Lol you got called out for this deck in the recent update. Nice! |
Aug 31, 2023
I did see that! "Some other cards weren’t necessarily above the power curve, but unlocked new (and sometimes bonkers) plays, such as Geared Up. Playing a bunch of discounted Item assets turn one with this card feels great, but it was never the intent to enable an investigator to, say, play half their deck on their first turn. (Yes, someone did it with Backpacks. You know who you are.)" |
Sep 29, 2023Hi, good reading! Are there any adjustment of the deck on the nerfed Geared Up Taboo and the retracted ruling above? I want to play Vincent and really want to test this deck out. |
Sep 27, 2024You forgot to put Schoffner's Catalogue in the starting deck list |
Tried the card simulator a few times. Sometimes it goes crazy like your example. But It feels like it averages 6 items or so turn one. Still good, but not guaranteed.
4-6 items without a backpack.
+2 items per backpack / Well-Maintained.
Overall very interesting and synergetic deck. Wasn't sure how I was going to build him. This looks fun!