Card draw simulator
Derived from |
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None. Self-made deck here. |
Inspiration for |
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None yet |
Faranim · 399
One thing that immediately jumped out at me about Joe, is that his signature weakness isn't in his main deck. This means drawing cards is much safer, since the only weakness will be the Basic one you start with.
Therefore, this deck is built with a lot of card draw, allowing Joe to draw thru his deck as quickly as possible. This should make it fairly easy to find Detective's Colt 1911s with a variety of card drawing and tutoring effects.
Hunch Deck:
- Keep Shortcut and Logical Reasoning in your main deck. You will want to be able to save these for later and play them at an opportune time (e.g. Frozen in Fear or to heal horror), and not when they just decide to show up in your Hunch deck. All of the other cards will give you free clues or free cards and are generally playable no matter when they show up in the Hunch deck.
First Upgrades:
- 2x (card of choice) --> 2x Ancient Stone (1)
- Higher Education (3)
- 2x Emergency Cache --> 2x Ever Vigilant (1)
It should be possible to earn 5-7 XP in the first scenario of most campaigns, making the above a good target. The Ever Vigilant (1) are not critical and can come later.
Next Upgrades:
- Strange Solution --> Strange Solution (4) and/or Strange Solution (4) (You can risk using Shrewd Analysis if you want)
- Ancient Stone (1) --> Ancient Stone (4) or Ancient Stone (4) (probably using Shrewd Analysis)
- No Stone Unturned --> No Stone Unturned (5)
Notable Omissions:
- Dr. Milan Christopher is a bit expensive, and I think the disposable Sanity buffer of Laboratory Assistant will be more useful.
- Low weapons. The Detective's Colt 1911s are so good, that I'm not sure why I would waste deck slots (or hand slots) on any other weapon. The plan would be to upgrade into cards like Strange Solution and Ancient Stone as additional damage sources.
- Archaic Glyphs - The Evasion version might be worth going for, depending on your team composition or overall strategy.
You could include Prepared for the Worst to get the Detective's Colt 1911s out sooner, while not having Acid.
With the amount of items you have, even Backpack should find 3 of them and help search for the colt.