Card draw simulator
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5argon · 9543
This deck is a gentle introduction to clue dropping archetype in The Scarlet Keys Investigator Expansion with a familiar investigator. His can fuel those abilities.
Captivating Discovery is a generic tutor with wide search range to pair up all the gun techs he has. Field Agent is an Ally of choice this time instead of Beat Cop to emphasize clue recovering in this deck after dropping them. The classic .45 Automatic is now able to get to the endgame without being replaced, by using Custom Modifications. Empirical Hypothesis takes care of economy with ☑☑ Research Grant, while ☑ Independent Variable incentivizes defeating an enemy like you normally aim for with his . I tried to make this deck ready in 19 XP. Enjoy!
(This deck add the Customizable cards Custom Modifications and Empirical Hypothesis together with checked boxes at later point. You start the game without any upgrade sheets.)
► About "2 Packs Deck Guide"
A series of decks made with the new distribution model in mind, requiring a Revised Core Set box + just 1 more Investigator Expansion box. ƴ character on the deck's name means the additional box it uses is The Scarlet Keys Investigator Expansion.
It maximizes the chance of newcomers being able to build and learn to play the game, enjoying the story on Standard difficulty ASAP. They can then get into deck-building later if they wished to do so. See other decks in the "2 Packs Deck Guide" series here.
Cost | Total | ||||
---|---|---|---|---|---|
19 XP Deck | 0 XP | ||||
☆ | Evidence! | → | Empirical Hypothesis | 0 XP | 0 XP |
☆ | Evidence! | → | Empirical Hypothesis | 0 XP | 0 XP |
Empirical Hypothesis | → | ☑ Independent Variable | 1 XP | 1 XP | |
Empirical Hypothesis | → | ☑☑ Research Grant | 2 XP | 3 XP | |
Beat Cop | → | Field Agent •• | 2 XP | 5 XP | |
Beat Cop | → | Field Agent •• | 2 XP | 7 XP | |
☆ | Machete | → | Custom Modifications | 0 XP | 7 XP |
☆ | Machete | → | Custom Modifications | 0 XP | 7 XP |
Custom Modifications | → | ☑☑ Extended Stock | 2 XP | 9 XP | |
Breach the Door | → | Extra Ammunition • | 1 XP | 10 XP | |
Breach the Door | → | Extra Ammunition • | 1 XP | 11 XP | |
Custom Modifications | → | ☑☑☑ Extended Magazine | 3 XP | 14 XP | |
Empirical Hypothesis | → | ☑ Field Research | 1 XP | 15 XP | |
Research Notes | → | Press Pass •• | 2 XP | 17 XP | |
Research Notes | → | Press Pass •• | 2 XP | 19 XP | |
29 XP Deck | 19 XP | ||||
Custom Modifications | → | ☑ Notched Sight | 1 XP | 20 XP | |
Guts | → | "I've had worse…" •••• | 4 XP | 24 XP | |
Guts | → | "I've had worse…" •••• | 4 XP | 28 XP |
☆ : Add the Customizable cards together with their upgrades below will cost you only equal to those upgrades.
Filling all possible XP Roland could for Custom Modifications is tempting, (e.g. ☑☑☑☑ Quicksilver Bullet) but this card still requires star to be aligning with the guns to play. From my test play, 10 XP stuck in a card like this is unwise. If you don't get it, and the guns, and the resources for both the guns and the mod, and commits to get the 3-over, you are very underpowered! I think Custom Modifications is best left at around 5 XP.
How to utilize clue dropping
- Analysis, Bizarre Diagnosis and Captivating Discovery.
- If you are about to fight and defeat an enemy on a location without any clue, then clue dropping is free, since you can pick back with his .
- Research Notes (removed for Press Pass later)
- Press Pass : Get free use of Bizarre Diagnosis and Captivating Discovery, or real extra action after committing Analysis.
- Roland's .38 Special : You are in more control to create a location that get +3. Sometimes a scenario boss fight location normally does not have any clue.
- Cover Up : Drop a clue on low shroud location then try picking back to fix it easier.
How to play
- Since Roland's role is not a main clue finder, he is not afraid to drop clue and lose progress. Think of clues as his "mana" to play special cards.
- Get economy to play guns, Custom Modifications, Press Pass, and Field Agent with Empirical Hypothesis : ☑☑ Research Grant. Kill enemies and try to get ☑ Independent Variable going together with his ability.
- You cannot rely on just Empirical Hypothesis to cover your expense, turns out you will get this setup only half of the campaign. "I've had worse…" (4) is added later to improve resource consistency as well as cancelling away those double horror attacks.
- Use Captivating Discovery to get the pairing card that is otherwise depend on luck or not having many tutors. Custom Modifications is a card with many XP poured in, so worth finding it ASAP when you have the gun, or inversely find the gun when you found it already. Extra Ammunition and One in the Chamber are also cards to be paired with the guns.
- If playing The Scarlet Keys campaign, Roland's and Field Agent's can instantly expose one concealed mini-card.
- Don't forget to count the icon on Analysis. This card can also be committed with no clues on you, you get just that .
- Don't forget to use the token redraw ability on Custom Modifications. This deck just came back from The Scarlet Keys campaign with so many shots to my friends head that I forgot I could redo the draw...