Card draw simulator
Derived from |
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None. Self-made deck here. |
Inspiration for | ||||
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Winifred for TFA v2 | 5 | 4 | 0 | 1.0 |
Winifred veut du Fish n' Chips! | 0 | 0 | 0 | 1.0 |
Sagesse · 739
This is the starting seed deck I've been using for Winifred Habbamock since her cards were spoiled in March. I've used it to solo most of the published campaigns available and many of the fan made scenarios. She is a great all around investigator for multiplayer and would shine in a campaign like TCU which demands self sufficient play. I consider this Winifred Habbamock deck a tier 1 investigator for Standard mode and a tier 2 investigator for Hard mode. Regularly exceeding skill tests by 4 to mathematically enable her tricks is completely viable for Standard. Beating them by 5 without serious hand drain in Hard mode is less comfortable and requires choosier play.
Playstyle:
This deck doesn't set up. It -needs- none of the assets listed here, they're just nice ones to have. It starts running and goes fast. Its churns through its own deck, drawing through it all about once per game. It's an addicting and heady play style that's quite different if you've grown accustomed to building the death star.
Use Daring Maneuver or commit multiple cards to tests in order to enable both weapons, the Lucky Cigarette Case, Nimble, Opportunist, and Quick Thinking. Winifred Habbamock's ability along with the Lucky Cigarette Case and the suite of neutral skill cards (Manual Dexterity, Overpower, and Perception) will keep you hand full. Sometimes this process sputters, just draw a card or two to rev the engine
Use Flashlight on low shrouds and Intel Report on high shrouds. This deck doesn't use it's resources anyway and why risk losing a scenario to a token pull. Narrow Escape and Nimble help you accomplish goals and move around the map. Find clues, complete goals, evade or kill enemies, leave.
Use your toolkit to go really fast. Imagine you were engaged with an enemy on a 5 shroud location, but need two clues here and then get three locations away to resign. Intel Report the clues, use Narrow Escape to ignore the AoO, then evade with Nimble and some other card at a +2 skill check to run across the map and resign.
Upgrades:
Hatchet Man is the weakest link and the first thing I upgrade. Opportunist is also quite sus. Upgrading the weapons to their better versions and maybe the Flashlights into Lockpicks. Although there is something about lowering a shroud to zero with a Flashlight removes more bad pulls in higher difficulties. Upgrade into less feet and more wild icons.
Other than that, just do what looks like fun. I've probably built 5 different decks from this seed.
What not to do:
Guts or boosting the Will stat in any way. It's so low that those resources are just better allocated elsewhere. The philosophy should be "win faster" not "lose slower." Win faster than it would take to draw three Rotting Remains. I mean, sometimes the game just kills us. If you upgrade into soak, just try and realize that adding assets to this deck slows it down, so I hope that asset is doing more than "not losing"