Card draw simulator
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None. Self-made deck here. |
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None yet |
EntropyEJ · 235
The idea is to infinitely cycle the deck. Using Knowledge is Power to activate Archaic Glyphs to investigate, Shortcut to move around and then Knowledge is Power on Feed the Mind to get everything back.
Setup takes a bit to accomplish, but it plays as a fairly straight seeker deck until it suddenly takes a 45 min turn and wins the game.
Lab Assistants and Scientific Theory takes the horror damage from continuously cycling the deck.
The main buildup is about drawing the entire deck, and playing all the assets. For the exodia combo to run you need to trim the deck+hand down to 10 unique cards. Unique because of Dream-Enhancing Serum, and 10 because of Feed being able to kill you otherwise as Lab Assistants will occasionally die off. Archaic Glyphs helps getting assets in play, though Scientific Theory and Segment of Onyx are easy to get in play anyway. Eidetic Memory removes Burning the Midnight Oil and itself, handily getting an early resource boost and removing two cards.
You don't need to have Feed in play when exodia comes online as Knowledge is Power can trigger it from your hand. However it's possible to include a Sign Magick for the 2nd hand slot (Abigail holds the Encyclopedia) and only a single Feed to reduce the total number of cards in the cycle.
In the end the cards in the cycle are:
Feed the Mind, Lab Assistants, Scientific Theory, Cryptic Research, Cryptic Writings, Knowledge is Power, Shortcut, Time Warp, Ward of Protection, and Perception
For a Total count of 10 unique. With some basic weaknesses this becomes 11, but that depends on the weakness, is manageable with the deck list as it is, and how you would modify the deck list to manage the weakness likewise depends on the weakness in question. Everything else is either in play all the time, or removed from the game. Additionally lots of the actions needed to thin out the deck are investigates that also gives clues or are fast.
At 10 unique cards you need one Lab Assistant in play at any given time. However you usually end up having both, since the Scientific Theory can usually cover the horror you take.
You do end up playing with The Necronomicon in play, and you'll draw your random weakness billions of times. This can force you to adjust the deck to account for this, if you have to be able to tank extra damage in every cycle for instance. The Time Warps are there to be played every time you pull an auto fail from the chaos bag on Knowledge is Power activations of Feed or Glyphs. If you hit 3 auto fails in a row you lose that action. You have Pendant of the Queen to deal with enemies, though Abigail Foreman Encyclopedia with Daisy's or even Knowledge is Power activation can do quite a lot to get you out of tight spots as well.
It may be worth adding in a Mr. Rook to smooth things out early on in which case Mr. Rook could take the place of 1 of the lab assistants. Including 2x Arcane Research to cheaply upgrade the Feeds and Wards is an interesting consideration as well. Including a Magnifying Glass and a Death can also be a good way of reducing cards in the cycle if other options are less appealing.
There are 11 of the 44 basic weaknesses that immediately kills the Exodia combo. Get any of these and you have to take the deck in some other direction instead of trying to build towards exodia. And throughout Dunwhich and Forgotten Age the deck needs some combination of Forewarned/Deny Existence/Ward of Protection to survive the campaign mechanics, so I have included them in the deck list because it seems likely that they will be needed more often than not.
In terms of absolute minimum xp required for the deck to be able to do exodia, you can get a lot of deck thinning done by including assets that don't cost xp and don't use slots or use slots not used by the combo, so you could work around Segment of Onyx and Eidetic Memory+Burning the Midnight Oil at the cost of making the deck slower. Additionally the 2nd Cryptic Research, and Time Warp, as well as Abigail+Encyclopedia are absolute luxuries that could be exchanged for something else. Then add the inclusion of 2x Arcane Research and dont upgrade the Cryptic Writings in grand total I'd estimate you could cut the total xp required down to 25 plus whatever you use for replacements.
This deck was made and play tested prior to the new starter decks as well as Innsmouth, but I have updated it to work with the new taboo list.