Card draw simulator
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Big_Bartek · 12
A very talented child
This is my first publication for an Investigator on ArkhamDB but by far not the first investigator I built.
This investigator uses the Taboo List.
(Sorry for typos. I'm not a native speaker. If this triggers you, better stop reading)
I used a very basic Wendy deck when we introduced a new player to AH with Night of the Zealot. I liked her so much, that I had to build a proper deck. My personal preference is not to use that much Skills but rather take more Events. This works very good for her, because of Wendy's Amulet and her ability. As such the Events are more Cards to be either discarded or used situational. Feel free to change them as you desire.
The Build
I built Wendy without Old Keyring, Lockpicks or Flashlight because I don't want to wait till the last moment to play Baseball Bat or later the Ornate Bow. If she needs to hit something, it should happen immedatley. Her 3 is the perfect sweetspot for "Look what I found!", Lucky! and Winging It. The latter one can be played from the discard pile, too (at least till you draw Abandoned and Alone). For high shroud locations there is Belly of the Beast. Fell free to exchange it with Intel Report or Pilfer. Each of them should work.
Sneak Attack works great with an investigator who is specialized in evading enemies. The upgraded version can also be used to hurt/kill aloof enemies (hello Whippoorwill, my old friend...) or to help other investigators with their enemies.
Perseverance is kinda your insurance to survive, if everything goes south (or if you like to play with Charon's Obol). "I'm outta here!" should work too. If you like to live on the edge, than take Backstab instead.
Wendy doesn't want to fight, so her most important Skill is . Most of the Assets are guided towards this:
- Peter Sylvestre helps her to run and provides a horror soak
- Trench Coat for + and damage soak. Waits to maybe be upgraded
- Track Shoes for + and a very good movement buff
- Pickpocketing to complement her evadeing ability. Especially the lvl 2 version. Alternatively you could take Lucky Cigarette Case but it shares the same slot as Wendy's Amulet. (Let's be honest. She's a minor. Don't give cigarettes to minors. This is irresponsible!)
- Stealth: you could also take Hard Knocks or Dig Deep. This card is only here to be exchanged for Suggestion (This card is made for Wendy) and/or The Skeleton Key (I love the Key! It is sooo good in Multiplayer!)
- Baseball Bat you could also take .18 Derringer but I prefer the Bat over the Derringer because of Wendy's . But in the end, it's only here to provide some kind of damage before you upgrade it to Ornate Bow. Because there are sometimes foes, you souldn't keep alive like Swarm of Rats or Acolyte
Why 1x Trench Coat and 1x Track Shoes and not two times one of them? Both cards do kind of the same thing. Both give you + and something else for 3 ressources. I want them for the + not for the "something else". So I don't care wich one of them I get first. If I get both, even better. In my opinion The Moon • XVIII is better than Trench Coat, but the upgrade has a very low priority. Alternetive pick would be Moonstone, but it's the as same as the Cigarettes: It uses the same slot as Wendy's Amulet and the + is not that important for Wendy.
Abandoned and Alone could srew you up very bad when drawn later in the game. But at this point you should have all your important Assets in game, so rush for the finish line and hope for the best... if the direct horror doesn't kill you... which shouldn't, because of your big(ger) brother/boyfriend... and then there is still Perseverance. Drawn early, it's more like a pesky inconvenience than a real treachery... it stings, but... duh!
Upgradepath:
Priority (18 XP):
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Charisma (3) & Quick Thinking (0) Leo De Luca (1): The more actions you have, the faster you get through a scenario.
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Pickpocketing (0) Pickpocketing (2): You are evading everything. You could also profit from that.
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Stealth (0) Suggestion (1) & The Skeleton Key (e2): I don't think, that there is an investigator who profits more from this card, than Wendy. 4 and 4. You really need to fail hard to chew trough all the charges. But this child is good enough without that. It's more a "nice to have" upgrade, than a mandatory one, so one copy is enough. If you REALLY need a second copy, feel free to upgade Trench Coat for this. On the other hand the key is awsome in multiplayer (it can be picked up and used by other investigators) or for this last location with very high shroud + Obscuring Fog you need to invesitagte asap, because there is a very big and very angry thing marching towards you.
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Baseball Bat (0) Ornate Bow (3): Wendy has 1 but 4... sign me in!
Secondary (10 XP):
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Peter Sylvestre (0) Peter Sylvestre (2): Your bigger brother/boyfriend gets even better. After this upgrade you ignore most of the things, the Treachery Deck throws at you.
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Emergency Cache (0) Nothing Left to Lose (3): This card ia awsome! No need to say more!
Nice to have:
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Sneak Attack (0) Sneak Attack (2): Good in multiplayer and for those pesky aloof enemies.
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Trench Coat (0) The Moon • XVIII (1) or Suggestion (1): For this one XP, you really don't know how to spent...
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Winging It (0) Sharp Vision (1): Skills can be good, too!
If you really have to spend those last XP:
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Unexpected Courage (0) Unexpected Courage (2): You shouldn't need this, because of Wendy's , but you COULD help others in multiplayer and get your card back if they should screw up their test.
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"Look what I found!" (0) "Look what I found!" (2): It's just better, but not mandatory.
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Lucky! (0) Lucky! (2) Lucky! (3): Again, you shouldn't need this because of Wendy's . But if you really really really want to be on the safe side... feel free to upgrade... . Also, you now get a card for not screwing up... or help others, not to srew up.
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Duh! You want more upgrades? You really have spare XP at this point? Don't spend them and show your fellow ( or ) friend some disrespect, because he or she can't upgrade his or her last Gun/Spell for the last scenario....