Card draw simulator
Derived from |
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None. Self-made deck here. |
Inspiration for |
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None yet |
picollo · 211
When All In was released, I've started to think how it can be used for it's best. And it clearly became obvious, that it is only one correct answer for this question. Best painte.... I meant drawer in the game, Sefina Rousseau
Concept
This deck is meant to abuse All In in relatively safe test, where you can be sure that you will pass by 5, to draw 5 cards from your deck. To ensure that this will be the case, we include standard bag control module from class like Premonitionor Counterspell.
Rogues have two cards that make you consistently pass tests by alot: Lockpicks and Suggestion. Sefina is clearly suited for second one much better than for first one.
And that was it. I've decided to build deck based around those two cards.
Modules
This deck contains few synergistic modules that supplement each other well. It is worth noticing that our two main modules are supportive modules, and therefore can be used in connection with gear adjusted for fighting or clue gathering pretty easily. This deck contains cards for combat oriented module, but I'll suggest how you can adjust it for clue gathering.
Suggestion module
This is module that mostly provides us constant ability to pass at least one test per turn with +2 success.
Obviously this is done using Suggestion, spell that I believe is amazing, but I haven't seen yet deck using it properly. In #Sefina's case you are going to evade once a turn with base skill of 8. From my observations average dodge difficulty seems to be around 3. This means that you are going to evade on +5.
It is worth noticing, that if you lose charges, you don't discard Suggestion. You only lose ability to prevent attacks.
Suggestion is supported by two cards that are going to be your static resource supply. Because Lucky Cigarette Caseand Pickpocketing perform similar role, I'll describe them both together. You evade with Suggestion, then pass by 2, then both those cards activate. Now you got +2 cards and +1 resource. Not to mention that Pickpocketing isn't unique, so you can have 2 copies of it. In case of Pickpocketing you should prefer card draw over resources usually-
All In module
All Inis facilitated by previous module, but it doesn't rely on it. You want to have it with Premonition in hand. When you need it, play Premonition and then adjust cards to ensure that player performing this test (it can be submitted to other players test) will pass by 5. Then draw 5 cards. You can also protect test with Counterspell but this is obviously not as reliable as premonition.
This module is decent, because it doesn't cost you any additional actions, and it is pretty reliable. You also don't risk anything. You supply test only as much as you need, and you pass it.
Economy module
This deck can eat any number of resources you throw into it. So it needs economy. All economy you can include. This means that I am including both Emergency Cacheand Hot Streak. I'll describe it later, but you want economy card under Sefina. This makes 4 choices instead of 2. And this is important you are going to fight mostly relying on events. And this costs a lot.
Combat module
As mentioned above, this module is what can be easily adjusted. In this version I've included fighting module, but if you don't like it, you can replace it with clue gathering module. What is interesting, Shrivelling from my experience is card that I've used least from this module. When I evade moster, I'd rather use Sneak Attack. When I fight high hp moster Backstabis better choice. When there is too many monsters, Storm of Spirits is the answer. But it is good to have Shrivelling. Just in case.
Other Cards
I've discussed 4 biggest parts of this deck, but some cards don't fit in any of those categories. So I'll describe it there.
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Holy Rosary Surprisingly, this deck suffers primarily from self inflicted horror, than damage. You draw so much cards that you can draw deck like twice in a game. This means two horror. In the same time you might play 3-4 Ward of Protection, which means additional horror. So this one copy of Rosary is here to mitigate this. Play it as often as possible, and use it mostly to soak horror. You are going to draw it later anyway.
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Elusive and Think on Your Feet are my comfort cards. I believe that you can not go wrong having those cards. Thanks to this, you are going to have best mobility in game by a huge marigin. One thing I need to test is if it won't be better to replace on Think on Your Feetwith Astral Travel. Just to provide ability to travel far to location with monster. Sometimes it happens.
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Quantum Flux Another way to mitigate horror from drawing deck. Replaces itself, costs 1 resource, and can be used as icon.
- Ward of Protection If you go with more supportive version, upgrade it to lvl 2, and play when somebody in team needs it. But you can stay with lvl 1 and just evoid your mythos.
Starting from the scratch
This deck relies on few high level cards to work. But what if you want to start from lvl 0? Below you can find suggested level 0 cards that can be placed in deck as a substitutes:
Crucial cards (upgrade ASAP)
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Mists of R'lyeh into Suggestion Mists do not give you any specific benefit in terms of dodging, but they give you mobility options. But being able to avoid on 2 stats with equal power can sometimes be beneficial. Upgrade first, to double your evade skill value.
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Lone Wolf into [Hot Streak This should really enable your deck. Lone wolf is pretty decent economy option, but can not compare with repeatable Hot streak gain. Start with lvl 2 upgrade for now, and go to lvl 4 after upgrading All In
- Unexpected Courage into All In All in doesn't have clear starting substitute, so we are going to start with Unexpected Courage. Because you can not go wrong with it.
Now we have core. 26XP in deck is basically where we want it to be. Everything below increases consistency, but isn't as crucial as what we bought so far.
Other upgrades
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Pickpocketing into Pickpocketing Pickpocketing(2) is just much more effective card than it's lvl 0 version. Gives that much more efficiency and economy boost.
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Sneak Attack into Sneak Attack Allows you to attack enemies engaged with other investigators. If you are saving your seeker, it can help you skip 2 actions (engage and evade). Skip if playing solo.
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Ward of Protection into Ward of Protection As discussed above- useful if you are going to help team. Otherwise, skip upgrade.
- Defiance into Counterspell Usually compared one to another. In case of Sefina Event>> skill, so instead of Defiance we pick Counterspell.
8 comments |
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Dec 18, 2018 |
Dec 18, 2018
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Dec 18, 2018Feels like this deck leans heavily on Suggestion and Premonition. If for some reason, you don't draw into them, it looks as though you'll struggle to do tests. I know you've already addressed Streetwise, but I think you need to reconsider it from a resiliency standpoint. It'd be there to power your first All-in to find other things, make Backstab usable without tossing Premonition/Counterspell as well as to allow you to investigate. I'd be really tempted to run Arcane Initiate to further guarantee you get Suggestion. (not to mention it fishes out Painted Worlds) Overall, very cool deck, but I think it's weaknesses will be exposed if ran over an 8 part campaign. |
Dec 18, 2018
b)one of 8 cards dedicated to fight. Shrivelling makes you capable fighter from the start. If you draw some of 6 fighting events, you can decide if you want to put them under sefina (if you got painted world) or keep on hand. This makes you ready for monsters. And while you are preparing for monsters, you can draw cards- events don't need setup. c) if you draw premonition or counterspell, you are ready to support your team. It is not necessary to hold those spells for All in. It is just suggested. Basically 16 of 38 cards makes you do one of intended roles. And you have to draw one of them in 13 cards. This deck, as mentioned has few simple systems. They have synergies inbetween, but any of those systems can work from the start. Yes, you might need to draw few cards to really kickstart it, but you have huge hand on the start. You really won't have problem with starting ready for something from the start. Play it, check it, for now I believe you kinda underestimate it :) |
Dec 19, 2018
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Dec 19, 2018
I've been able to reliably fight tentacle monster in Carnivale in 4 player game, dealt almost half of needed damage to it. So don't try to convince me that I can't reliably fight. Because I've tested this deck. And it can fight reliably. |
Dec 24, 2018I have a query - what's Quantum Flux there for? |
Jan 02, 2019
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I think Ornate Bow fits better than Shrivelling in this deck, since you don't use hand slots and it seems you wont be attacking often. I would also add Streetwise to have some some insurance and skip some of the events to add more skills for consistency. Ally slot is also open, so there are options there too. What about Leo De Luca??