Jenny's Gotta Gun

Card draw simulator

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Derived from
None. Self-made deck here.
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BreadRising · 19

So far, we've gone through The Gathering, Midnight Masks, and Curse of the Rougarou. All the missions have gone wildly successful so far (Standard Difficulty) and we feel that we're fairly well rounded to handle the last scenario. Our group is Jenny, Daisy, Ash-Can Pete, and Zoey.

Overall this is a fighter Jenny because her pistols do some serious work, however, she is built to be a Jenny-of-all-trades and this deck certainly embraces it. She has the tools and skill cards to cover any weakness your group may be facing at the moment. Her stat points and her extra cash make her well equipped to do that.

Hard mulligan for Leo De Luca or Jenny's Twin .45s. Both are the cards that make this deck stand out. The extra action for the entire game becomes amazing.

This deck gets rich fast. Hard Knocks and Arcane Studies are easy includes for this deck, since you'll have an abundance of resources to throw at your skill checks. Burglary will earn you lots of cash over the course of the game on top of Jenny's base ability.

Jenny's Twin .45s might be the most versatile and strongest weapon in the game right now. +2 melee and +1 damage all for the cost of 1 resource. But, you'll need to know exactly how much ammo to put on it when it comes into play. Personally, I put about 9 resources on it, but only spent about 6. That being said, we also had a Zoey on our team who was fighting a lot, so I didn't do as much combat. If I were the primary damage dealer, I wouldn't hesitate to dump my entire resource pile onto it

Jenny's strength (other than her income) is her flexibility. With 3's across the board, you can build her however you want. Again, this is why Hard Knocks and Arcane Studies were good picks. Both of those on the board gave me free reign to succeed and basically any check I came up against.

Double or Nothing was a fun experiment. Overall, I think it's strongest when resolving combat against the bigger enemies. Between Hard Knocks, my .45's, and a pile of money, I had no problem pumping my skill to 10, so doubling the enemy's attack value was no big deal. And being able to resolve two 4 damage attacks (with Vicious Blow) for one action is incredibly clutch. But other than those amazing combat situations, Double or Nothing will mostly sit in your hand. You could also use it to help speed up the Clue gathering process in low-shroud rooms, but it seems like a waste considering the card's potential. Remember that you can still use the card Burglaryin rooms with no Clues! So abuse it in those rooms with Shroud levels of 0 or 1. After you play it, it becomes a permanent Emergency Cache!

I also included Dynamite Blast in this deck, since the resource cost isn't too big of a deal. Didn't get a chance to use it, but will keep it in the deck for those clutch plays.

Another card with a clutch play... Teamwork! 0 cost event that lets all investigators in the same location freely trade resources, allies, and items. Having a pile of money is useless if you have nothing to spend it on! So share the love! Give your allies some cash!

Overall this is a fun deck. I'm happy Jenny is in this game so early, since she's one of my favorite Arkham investigators. I can see her only getting better with an expanding card pool because of her versatility and ability to pay for the otherwise high cost cards that other investigators tend to ignore!

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