Marion Tavares

Marion is very broad in terms of ways to build her deck, so in writing this review I'll provide an overview rather than the impossible task of summarising ever possible deck style you can make with her. I've broken this down into a couple of sections, and provided a couple of exemplar decks around specific concepts.


Features:


Deckbuilding considerations:


I hope the review has been useful in showcasing what you can do with Marion. In particular, I think there's been so many good and distinct Marion decks already that there's a lot of inspiration to draw on! Let me know your thoughts.

HungryColquhoun · 8962
Detective finds her arm in her sleeve, school-play style. — MrGoldbee · 1478
@MrGoldbee lol at the mental image of that! — HungryColquhoun · 8962
Wilson Richards

Writing this now that Drowned City is out because Wilson got a pretty significant boost.

Wilson's biggest problem, aside from a terrible statline, is that tools don't have any synergy with themselves. They're generally meant for specific builds. Things like Lockpicks require high int and agi. Old Keyring requires the survivor recursion suite, namely Scavenging. Mariner's Compass requires resource manipulation. Microscope requires an evasion focus, etc. There are very few tools that can stand alone that you would want to build an investigator around.

The two big exceptions are Chainsaw and Fingerprint Kit. Three damage/clues per action is absolutely worth building around, even at the high cost. As a guardian, Willy has access to the most Supply-boosting cards with Cleaning Kit, Venturer, and Stick to the Plan to hold an upgraded Emergency Cache. Running out of supplies is not an issue, even without survivor recursion or seeker card draw.

To seal the deal, Drowned City added Nose to the Grindstone, a card so Wilson that he's on the card art. In addition to the skill-agnostic +2 every round, it means that you won't waste supplies even on an autofail. You can actually gain supplies by failing attacks with the chainsaw, spending 1 and getting 2 in return.

In addition, DC added Anchor Chain. Previously, your only options for evasion were Fire Extinguishers that exile themselves, expensive Flashlights that occupy valuable hand slots, and at level 0, only the underwhelming Impromptu Barrier. Anchor Chain provides effective 5-skill evasion in a reusable asset, can exhaust enemies for two turns, and has the option to pitch it from your hand as an event. If you draw it early, equip it to hold you until you get it set up. Once you have your Chainsaw and Fingerprint Kit, use it from your hand as an event. It never stops being useful, even if you don't have the slots.

To flesh out the suite, Tinker lets you dual-wield a chainsaw and FK for every situation. Tool Belt similarly lets you swap between them; less efficient than Tinker, but you can replace the attached asset if it gets discarded or you manage to run out of supplies. Fine Tuning lets you use your Fingerprint Kit twice per round, though you'll probably sweep locations clean with a single activation anyway.

Finally, if you want to play support and can spare yet another hand slot, Pocket Multi Tool with Spring Loaded and Detachable is extremely handy, and Fine Tuning lets you use it twice per round.

CombStranger · 281
I'm not sure about your opening thesis as you undermine it in the third paragraph. Fingerprint Kit is disgusting, Tinker is one of the easiest bonus hand slots in the game, Backpack (2) and Stick to the Plan give incredible consistency, and Pocket Multi Tool is amazing (and can be all of the evade support you need). My group just finished our first Hard campaign with Wilson as Cluevor (no Drowned City cards), and it wasn't even funny how hard Wilson bullied the campaign. — Death by Chocolate · 1482
Discipline

Here I am being extremly suprised this is least popular option among all of other Discipline options... compared to what? +5? I can draw 5 cards and get +5 as I commit cards to next skill test. This card is great if you are playing event heavy Lily where you keep running out of cards and it just keeps refueling you.You draw so fast I ran Quantum Flux to not get extra horror when I run out of cards(or delay my weakness draws if they are at bottom of deck and I drew most of my deck). Sure +1 knowladge isn't great... but who cares about +1 when you can draw an entire opening hand value of cards when you just had NO CARDS! Get Sign of Xelotaph with Spiritual Resolve and Hallowed Mirror and you are golden.

Makaramus · 5
Downsides:Hard to unflip, and gets her to 3 in a minor stat. — MrGoldbee · 1478
If you could commit an entire hand to tests it should be rather easy. I am curious to try such deck. It sounds fun. — ConstructorPL · 1
@MrGolbee it is not that hard if you are playing a deck that is playing cards really quickly and its "unflip" condition is a situation that you want to play the discipline again anyway. It unflips at perfect moment! As soon as you run out of cards to play this allows you to fill your hand again by unflipping. In my games when I pick this I use it 3-4 times unless scenario is short — Makaramus · 5
How is it hard to unflip? Just use your cards instead of hoarding them. — Spamamdorf · 5
If I want 5 cards a turn I play Patrice. — MrGoldbee · 1478
Monterey Jack

This alternate Monty seems like a good candidate for Hyperphysical Shotcaster in solo play:

  • 5 in a base stat to take full advantage of the shotcaster for combat. Sure, you can usually just evade, but for grabbing VPs from enemies, or times where evasion isn't an option, this is nice.
  • His gator ability lets him dig for it.
  • Realitycollapser covers his weakness to treacheries that stay in your play area (Frozen in Fear being a good example of one that is hard to clear and a huge problem).
  • The action compression from Translocator is good in solo
DanielD · 3