Card draw simulator
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None. Self-made deck here. |
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Infinite Wishes (Standalone Ready 19xp) | 10 | 8 | 5 | 1.0 |
StartWithTheName · 68640
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This started as a bit of a tech demo deck showcasing Underworld Support as an incredible tutor enabler. It turned out to be something of a monster, albeit a really fun monster to play. It has cleared several standalones, and all of Carcosa. I have mainly been playing it on standard as our group are teaching the game to several new players just now, but it overshoots the bag so much, it should be fine on higher settings.
It is designed to find the hammer fast but the principal can be applied to any weapon, or tbh other targets. I would be surprised if there isnt a Double Holy Flamethrower or The Hungering Blade + Mr. "Rook" variant. However I am primarily hoping to show people the interaction between deck thinning and search mechanics. See Muligan section for details of how this all works.
This is a 19xp standalone version. To reset to a campaign starter:
- Keep Enchant Weapon using In the Thick of It (2hp trauma), dropping all other xp cards.
- Add in: Physical Training (It helps pre Well Prepared), and 1 more weapon of your choice. I use Survival Knife but its a backup to Sledgehammer.
- Then fill up with cards of your choice.
There are some lvl0 ideas in the sideboard. Backpack (0) wasnt that useful when i tried it even with Underworld Support because you dont yet have Stick to the Plan. David Renfield adds a little early campaign cash before you have Ever Vigilant, Well Prepared and On the Hunt (3). He is not needed long term.
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LEAN, EGGS, & HAMMER (TL:DR)
OVERVIEW:
- CLUEING: ....................... Low, but options
- ENEMY HANDLING: ...... Exceptional
- ENCOUNTER PROT: ...... High
- DRAW CONSISTENCY: .. Exceptional
- CASH ENGINE: ............... High
- HEALING: ....................... Self only
PLAYSTYLE:
- ROLE: ............................. Primary Damage Dealer,
- COMPLEXITY: ................ Moderate
- JANK FACTOR: ............... Some Nuance, not a lot.
- THEMATIC FEEL: ........... Leaping Hammer JRPG character.
SLOTS:
- Hands ............. Enchanted Cyclopean Hammer
- Accessory ...... Zoey's Cross/Wish Eater
- Body ............... Backpack(2)
- Arcane Slots .. Sixth Sense, Enchant Weapon
- Tarot ............... unused
- Allies ............... Disposible: Grete/Renfield/Bro X/Med Student/Others.
An exceptionally consistent, quick rig, high impact killer based around compounding deck thinning tools meant as a bit of a tech demo, but it is very effective in practice. The deck has a lot of flex, filled here with a lot of jumpy attack/move events because a leaping hammer ninja amuses me, but there's lots of room to adapt to personal taste. Just keep the draw and tutoring high.
Between Underworld Support, STTP, Tempt Fate, and Astounding Rev (triggered by STTP pre mulligan)), the effective deck is 21 non weakness cards so a hard mulligan can see almost half of these. Backpack (2), played action 1 (5 cards now in hand) will search 12 cards from 19. Between these and Prep for the worst on STTP, the hammer, and usually Zoey's Cross, are all but guaranteed turn 1 or 2.
Enchant Weapon, and/or Well Prepared (Note the on hammer) can force a 3 or 4 damage attack once or twice a turn, or if you need more theres plenty of skill cards. These enablers cant be tutored, hence the absurd amount of draw. First map an Enchanted Sledgehammer or Survival Knife is fine.
Lots of events engage enemies from range allowing Zoey's Cross to trigger allowing cards like "Get over here!" to kill 2 hp enemies at range, or On the Hunt/First Watch to kill 1hp enemies like cultists fast on sight.
Clues come from Sixth Sense and Grete Wagner. Note that Well Prepared can use the pips on the hammer, or various singles on other assets, +1s on certain allies, or basically tons of pips on cards. Stacking this also provides encounter protection, but youre not using it that many times a turn.
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FORGING AHEAD (Upgrades)
PRIORITIES:
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Cyclopean Hammer Or other significant weapon of your choice.
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Stick to the Plan Second major deck size reduction. See Mulligan section
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Backpack(2) Primary tutor card, Also see Mulligan section
LATER OPTIONS:
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Ever Vigilant Everyone's favourite Stick to the Plan opening turn setup card.
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On the Hunt (3) This is amazing in zoey. It semi-skips an encounter card, nets you 4 resources (one from Zoeys , overrides nasty spawn criteria, and potentially triggers Grete Wagner. Combine with Zoey's Cross to autokill a 1hp enemy, or use this to make sure the big VP enemy or whatever is drawn by the fighter. I put this on Stick to the Plan and play it as soon as my hammer is down purely to pay for my next big asset.
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Physical Training Well Prepared (you can drop David Renfield after this) The hammer has symbols. Zoey's Cross has . Use these to either trigger big hammer attacks, various attack events, or as will boosts for Sixth Sense. Physical Training (4) could also fit this role if you want more uses per turn for Sixth Sense.
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Empty Vessel/Wish Eater + Relic Hunter Empty Vessel will charge up fast. The heal is nice so use this to replace Medical Student, but also note that cancelling the tokens include the modifiers. This usually makes the Cyclopean Hammer succeed by 3 on any token pull. It technically stops Sixth Sense from targeting another location, but you can chose note to trigger it if you would pass anyway. Now Sixth Sense will pass on most tests.
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Grete Wagner (3) Mainly for the extra clue and cost reduction. but you could combine with Keen Eye to pay for based investigations on low shrouds in theory.
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Brother Xavier I love this for theme with zoey, but you are also using the for both Sixth Sense and Cyclopean Hammer shenanigans, plus I found the team wide soak was nice.
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Righteous Hunt, Fang of Tyr'thrha, and/or "Get over here!" (2) My preferred flex slots adding pseudo movement, burst damage and a hunter killer thematic feel to the deck. Note the combos with Zoey's Cross.
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"Fool me once..." - This can be used on treachery basic weakness that discard. If you get a bad one, and find you are flipping the deck a lot, grab a copy. The weakness will have to be triggered the first time, but after that you take it out of circulation.
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Mk 1 Grenades Upgrade over the backup Sledgehammer. It takes no handslots, and allows area attacks. This is a late game take if at all. Whether this is needed or not will depend on your playstyle and build.
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Overpower (2), Vicious Blow(2) Simple straight upgrades to cards you will use a lot.
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GRAB AND SMASH (Mulligan & Set up)
THE COMBO
The deck starts with 26 non weakness cards. Put these on Stick to the Plan:
- Ever Vigilant - The classic guardian opening play.
- On the Hunt - Great turn 2 cash. See uses in upgrades section above.
- Prepared for the Worst - Just you somehow dont get the hammer.
Note that Stick to the Plan is a whole deck search effect, which can trigger Astounding Revelation for 2 pennies and crucially putting it in the discard.
Going into the mulligan, the deck is now 21 non weakness cards. A hard mulligan can see up to 10 of these. Keep:
Mulligan the rest in the hope of getting them unless you have a good reason. If you got the hammer, the backpack is debatable, but its still pretty good for finding Zoey's Cross and Empty Vessel, or just getting spare weapons out of the deck to stop them being dead draws.
Post mulligan weaknesses matter again but 5 cards are in your hand. The deck is now 18 cards. Backpack (2) and Prepared for the Worst will see 12 (66%) and 9 (50%) of these respectively. Importantly and as more cards get drawn/removed this proportion grows rapidly. Even drawing 2 cards before playing Backpack bumps it to 12/16 = 75% of the remaining deck, and ofc once there are only 12 cards in there, it will see 100%. And the deck has a lot of ways to draw action free: Tempt Fate, Daring, Overpower, Glory. Between the mulligan, the two search cards, and just having a spare weapon, the odds on not having a weapon turn 1 or 2 are negligible.
(GENERAL OBSERVATIONS AND OTHER USES This only works because we have taken 5 cards out of the deck with Underworld Support and 4 more with Stick to the Plan (including the Astounding Revelation. You can do a similar thing with a 20 card parallel "Skids" O'Toole using Underworld Support, but the Stick to the Plan combo also adds a TON of early economy, and at least 1 Tutor available turn 1 for a massive opening setup. Leo Anderson can also do this without the Astounding Revelation.)
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POUNDLAND! (Combat)
THE OBVIOUS
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Hit things with Cyclopean Hammer The hammer on its own is an expensive way to reliably do 2 damage attacks. it takes 2 high value hand slots, 5xp, and 5 of our shiniest pennies. On its own its on par with a lot of lvl 0-2 cards like Machete or Switchblade (2). It is at very least comparable to The timeworn cricket bat. Most characters the + to the skill is +3, to the Brands +2, though Zoey (and Leo) get a base of 4, and ofc we are boosting for Sixth Sense here too, so most of the time you are attacking at a base of 8 or 9 from turn 1. This is only reliably going to do 3 damage to very low enemies.
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Boost with supports The Hammer really needs supports to force that 3rd damage if you are justifying its high costs. We have: Enchant Weapon, Wish Eater (see note in upgrades), Well Prepared (the Hammer has pips, Daring, Overpower, Vicious Blow, Unexpected Courage, and Take the Initiative to land these when needed. Enchant Weapon is by far the best of these with its own bonus damage bump forcing 4 damage attacks to land once a turn s permitting.
OK I NEED A SOAPBOX A MOMENT: Ahem. I know a lot of people complain the hammer is too good. I honestly think its on par with every other 2 damage weapon in the game. if anything its given mystic a very expensive machete. In guardian its on par with Lightning Gun and Flamethrower, both of which also need supports. If there is a problem card its Enchant Weapon which for 3 xp turns a lot of weapons into reliable 3 damage attacks. The hammer has a lot of synergy potential which encourages theory crafting. The problem is that Enchant Weapon adds a few too many good things to other cards and they happen to perfectly alight with the hammers needs. But as someone currently using a Holy Meat Cleaver Carolyn deck in my Edge blind run, i can tell you the problem is not the hammer. Fite me ;P. ... er... I mean alternative viewpoints welcomed....Moooooovingg on.....
THE LESS OBVIOUS
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Attack Events add pseudo-mobility and combos with Zoey's Cross At least in this build. "Get over here!", Righteous Hunt, and Fang of Tyr'thrha let you cover a lot more ground so the party can spread out. The Mulligan and Backpack will usually find Zoey's Cross when digging out the hammer. The cross then lets you do 1 damage when engaging via Righteous Hunt or "Get over here!" to take out 1hp enemies and help get around aloofs. The built in 1 damage fight on "Get over here!" can be boosted by Well Prepared (note the on Zoey's Cross), meaning that with the cross it can be a fast 2 damage attack from 2 spaces away, and if like me your party keeps getting Accursed Followers this can be a lifesaver.
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You can just use Zoey's Cross and punches with skill cards and/or Well Prepared Because well prepared adds 3 skill using the symbols on the cross, a cross and a punch is usually 2 damage. Even if you dont have the hammer.
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Map 1, use Enchant Weapon on Sledgehammer Or whatever 2nd weapon you have. This should be enough for 1 scenario. Adding 4 overcomes the -1 on Sledgehammers single attack, or for bigger enemies use the option. Enchant weapon even adds relic trait for Spoiler Enemies. And dont forget to use your Cross.
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SMASH AND GRAB (Clues)
Its not a heavy cluer, but it can do a little.
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Sixth Sense Provides day to day clueing use Well Prepared to add 2 pips using the on the Hammer to boost once a turn. and/or use a boost on an ally like David Renfield or (Smash) Brother X to get to 5 will. This should be enough for small shrouds. There are plenty of wild and will pips on skills or spare cards to do the occasional higher shroud. Or once again Wish Eater can be used to turn into an effective 0 if you werent passing already by simply sniping the lowest shroud in range.
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Spend Grete Wagners clues liberally She is meant to be transient here. Grab enemies with On the Hunt, First Watch, "Let me handle this!", "Get over here!" or Righteous Hunt as needed first.
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Want a clueyer build? Bring a second mystic clue spell asset. you dont need both down at once, you just want one early. I like Eye of Chaos for the chance to benefit from Tempt Fate but they are all pretty similar. You can also use the flex slots to add event clues like Evidence!, or Scene of the Crime etc.
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HAMMER HORROR (Encounter Protection)
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Soak damage and horror on allies, and/or heal it back with Wish Eater You can just tank the harm from a lot of encounter cards so long as they dont have nasty on fail effects.
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Save Ward of Protection for asset hate Cards like Crypt Chill or Corrosion can take your hammer away. While you have back up weapons and other attack events/skills they will eventually run out. Obviously if you know they are not a risk use them on other things. I actually took Protective Gear for the 3/3 soak at one point, but also loved it for the asset protection as a lot of asset hate are hazards it seems. Without spoiling Edge of the Earth, unsurprisingly there are other hazards in there so you may have it for other reasons anyway.
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You have massive , albeit once a turn Well Prepared using the icons on the Hammer should be enough to pass a lot of will checks on encounter cards . Failing that there are Guts, Take the Initiative, and Unexpected Courage. Agility checks are a little trickier where realistically you only have Take the Initiative. Or you can get a single Well Prepared pip on a few items (mainly the wild on Zoey's Cross, to combine with Unexpected Courage.
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Spend On the Hunt and First Watch liberally These can just skip the worst of an encounter phase, and you want the enemy on Zoey anyway.
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27 comments |
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Jan 02, 2022 |
Jan 02, 2022You mentioned wanting to hear about some underworld support techs. I've been playing it the most in Dexter and Winfried a lot. Making every single card in your deck a different card plays pretty nicely into winifred ability. Dexter with Molly makes tutoring singletons a breeze. The biggest issue there is finding molly first. |
Jan 02, 2022I sort of agree I`ll be honest though, while 22 jump st is the better film, it needs to be watched after 21 jump st which is really the franchise name. I think we can all accept that the main problem here is that there arnt enough idioms in the world that use the number 22 to make a pun from... This has considerable implications for any leo version of the concept in my eyes :D |
Jan 02, 2022There might be something you can do with Dex to tutor out molly via Calling in Favors, or just a ton of draw. It wouldnt necessarily be a turn 1 or 2 guarantee, but it could be fairly early. |
Jan 03, 2022Hahaha that is also true, the weakness technically are also looked over during mullies. As for the Molly thing, yeah i was playing Protecting and Calling with the standard Dex Ally suite, and even playing Scroll of Prophecies. It still ends up being extremely feast or famine. |
Jan 03, 2022Ive had an idea |
Jan 04, 2022New deck from you — auto-like, fav & fascinating reading incoming! |
Jan 05, 2022Did you consider Lone Wolf for the easy economy and Leo De Luca for more hammertime ? seems like (although expensive) a better fit then David Renfield or Medical Student? Otherwise loving the deck :) |
Jan 06, 2022Thanks By all means swap things about as you like. Im really trying to showcase the wider method so people can make their own decks, but theres a lot of flex in that. I possibly wasnt clear in the blurb but Im using the transient ally suite here mainly because it lets me use Grete Wagner for clues. Renfield similarly adds passive + which helps a lot for both Sixth Sense and Cyclopean Hammer (before it gets Enchanted). Ofc if you werent looking for a rounded deck that can clue as well as fight (and i find that gets dull), LDL is an option. Pre Stick to the Plan it also really wants a little burst economy to get some of these expensive longer term assets down. Late game it is usually rich from zoeys ability. This doesnt have to be David Renfield, something like Faustian Bargain would also work. I would probably not bother with Lone Wolf as it is both too slow and reliant on not being at the same location as the rest of the group - which ofc you will be at least nearby if they draw enemies. As for Medical Student I currently put a little healing in most decks partly to deal with the new basic weaknesses that came with Edge (and if you have the hammer, you have those in the deck), partly because recent campaigns have dealt out a lot of automatic damage, and partly to compensate for horror from deck flipping. It could be any heal card though. its just that I was already on the transient allies and well... its new... and its rarely not fun to kill off a silly amount of NPC students in any campaign :) It gets swapped to Wish Eater pretty fast though. Even if you dont need the heals, the token cancelling (and zeroing) is massive in this build. |
Jan 09, 2022So Zoeys going to be in everyones TDE Ironman? Mainly here for the Hammer is too good discussion. The idea is that hammer gives you reliable 2-3 dmg an attack without exhaust or any other drawback (after you purchased it). Meaning you can kinda solve all enemy problems with one card. Ofc you can optimize the 3 dmg aspect (like you did in the Lily deck), but it doesn’t need this to work. If you build a deck with Flamethrower, you build a full Flamethrower deck. The hammer gives you the flexibility of taking other sources of dmg. |
Jan 09, 2022When Underworld Support was released people thought it’s bad because it decreases the consistency of drawing cards (1/25 is worse then 2/30). But I think the idea you should be going for is giving more value to your upgraded cards (1/25), finding sigs and single copies. And then it makes searches pretty good. |
Jan 09, 2022Thanks Yeah im hearing a lot of similar responses re Cyclopean Hammer being 2-3 reusable damage. I guess my argument is that only 2 damage of that is reliable other than on very low combat enemies. Hitting 3 damage against a 4combat enemy is equivilent to trying to hit a 7 combat enemy. In most guardians without finding and playing an additional card or two, where a lot of lower xp melee weapons do this with a single card. Machete, Switchblade, Butterfly Swords, Fire Extinguisher to name a few (or Timeworn Brand does this for 1 hand slot and the same xp in neutral). If you are willing to go to a second card in the combo, then all the big guardian weapons hit 3 damage an attack with reliable hits (Lightning Gun, Flamethrower, M1918 BAR...yeah ok sorry Shotgun, I love you and weve had great times, but you dont count). In those cases you need to add ammo, and specifically Custom Ammunition usually - which is on Stick to the Plan. So my argument is that 2 and 3 damage combos come at close to the same price and have been there since the early card pool. The hammers problem may be that it combos too easilly with its supports, the most notable being Enchant Weapon and Wish Eater (because a cancelled token is effectively a 0) and both of which are easy takes. I dont mind wish eater being common because it feels earned and is very satisfying to play. I love the emersion it adds making you actively want to hunt things down then actively want to take risks to trigger bad tokens. I guess i would argue that both Wish Eater and Enchant Weapon combo with any of the cards ive listed as comparators. All thats happened is that there is no ammo restriction, but tbh its very easy to keep a flamethrower or LG going all game with ammo instead of an upgrade and the odd punch/Zoey's Cross. I actually think its just part of the grand design. My other argument is that Enchant Weapon may be different here. its like having a second weapon in play that tirggers fast and makes your other attack land. It can make even Knuckleduster into a reliable 3 damage attack. Im currently running what has been an obscenely murderous carolyn through edge using Meat Cleaver. For 3 xp, 2 cards are doing what people accuse the hammer of doing all day at 5xp. Going back to the synergy potential of the hammer being too easy to access. I suppose it basically asks you to spend a 2-3 pip skill card to get the bonus damage, and Daring, Unexpected Courage and Overpower are easy takes in combat decks, though this is still deck space? Though skill cards do at least evoke athleticism as a experience over ammo reloads. To me this just feels on par with wider design but with a new angle. woof - sorry that was so long! On to the fun stuff! I have been loving Underworld Support. Its value come in realising that taking 2 copies of a card isnt because you want that card in particular, but that you want some card or other that does what it does. If you want 3 fight events, bring 3 fight events. UWC says take 3 different ones rather than 2 of one and one of another, but they are a much higher proportion of your deck, so maybe you just need 2 of them now... and you already had 2 types anyway.. But you are right on the nail when you talk about upgrades. When you upgrade one of them, you have just upgraded a larger proportion of your fight events than you would if there were 3. Ive ran a couple of UWS decks now and both times ive found that they evolve into their end game builds a little after mid campaign. While its a little firstrating to find you have little to gain from late campaign VP, you are basically set up to the same standard you aimed for long run. Youve just shifted the xp forward in the campaign. And ofc there are benefits from search effects. There are costs as well ofc. You will see weaknesses earlier, and I am a little nervous about the interaction between Tekeli-li and any high draw/low deack size deck, so there may be a reason Underworld Support (and Forced Learning and Short Supply) came out with Edge of the earth. Be prepared to weather these I recon. Anyhow - Sorry for the screen dump reply. Im hoping this deck encompassed a lot of these effects to showcase them as a theorycrafting concept. In case it helps I still remember your .45 Thompson finn deck from snakes on a train ;) Thanks again for giving that a bash! |
Jan 10, 2022I love the underworld support inclusion with stick to the plan. It synergizes so well! I would rather call this deck the "skinny highlander shell", because you can honestly run UWS+STTP in... well, a few different investigators. And in each of them, they can benefit from tiny deck + main operative weapon to work around. In the case of Zoey, I thought "is there any way to NOT just use Cyclopean hammer", because I like to save that strong card for when I really NEED it, otherwise, I just feel ill end up playing it and seeing it too much. Allow me to emphasize your comment on the hungering blade + Mr rook. I like hungering blade because it's limit one per deck. No problem, we were running skinny deck to only have to buy one weapon anyways. It adds weaknesses that you can pull instead of the bad ones you want to leave in (sweet, bloodthirst on command, plus a host of other things I can go grab, like backpack2 if I miss it on Mulligan, or zoey's cross if my backpack doesn't hit it). Also sweet! Also, you can still run enchant weapon, which is arguably very strong because of zoey's plus brain, but more importantly, strong because small deck and Mr rook = high chance of drawing your upgrade, and only needing to run one copy (even if UWS says you can't run two, you wouldn't want to). Also, hungering + enchant weapon + zoey's cross gives you a wicked amount of different damage permutations you can run. It honestly just seems like a really FUN deck where you have to make a lot of decisions about how you're using your bloodlusts, how many rook charges you have left, and how many actions you want to spend on your attacks. Throw in a calling in favors and you have yourself a fairly high damage output once you replay Mr rook. That's going to get you a lot of high value cards from your deck. And guardian recently has put a lot of great events in there-- Fang, on the trail, on the hunt, etc. Overall, seems like a very strong hungering blade build. It doesn't have the high, consistent 3 damage potential that hammer can eventually hit, but it can dispatch most riff raff, getting online with 3 damage hits earlier (arguably) in the campaign, and then managing the riff raff with cross + enchant weapon. Any other thoughts anyone has about this build are welcome, I'm going to try it soon. Thank you for the deck idea!! |
Jan 10, 2022
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Jan 10, 2022Yeah enchant weapon may be a bit of a problem, but Hammer is still quite a monster. Not having to worry about anything but stats for a 3 dmg per attack is pretty good. Is the +1 dmg per attack on Flamethrower better though? Dude, that deck brings up memories. Farkham was so much fun. And Snakes on a Train was a bit of a highlight imo. Everyone go play that … and go like my deck :) |
Jan 12, 2022Thanks But as I say, you could also make a handful of like for like swaps to get a holy Flamethrower or Lightning Gun in there. Or just whatever takes your fancy. These all fit around using Sixth Sense and Well Prepared for clues too if you want the flexibility. I think you are right hehe i did at least like the deck There is also something about that im trying not to say that relates to the nature of enemies in Edge and Innsmouth. So im hoping you can read between the lines here but there may be a very good design reason to have enemy health increasing that looks like its playing out. Its possible that they are intentionally devaluing damage bonuses to open up design space. They are doing a similar thing making movement cheap. Back in core a lot of enemies were 2 or 4 health, which made +1 damage more valuable than more accurate weapons. Once they move to odd numbers of health, or enemies which move to you (so you get more than one at at time), single big hard hits become circumstantially strong, but otherwise on par with smaller ones. Attacks which hit multiple targets Butterfly Swords, Flamethrower or Mk 1 Grenades for example, gain value. |
Jan 15, 2022When I am doing a Hammer deck, I almost always include a Reliable in there since it is +2 to the hit. Moving you from 9 to 11 makes the 3 damage almost guaranteed against any enemy even in higher difficulties. It is a bit of overkill for the Enchant Weapon hit, but being fast and cheaper, it is extremely easy to get it out and running. |
May 19, 2022Great deck..but i would take it further and take eli horrowitz or even mr rook(no taboo)..eli can store hammer/wisheater/mirror..and i would go combat knife(2) +hammer....which could also be achieved wirh bandolier(0/2)... |
May 21, 2022Thanks Thanks too |
Jul 21, 2022
Great when it just happens to kick, but not something I'd want to tech for. |
Oct 11, 2022Rest in peace Astounding Revelation's interaction with stick to the plan. Looks like this deck guide would become 22 thump street, and all your math gets weird lol. And it's not even a "taboo" change, which is optional, it's an FAQ change :( |
Oct 13, 2022Hehe. Tbf From a deck thinning/search mechanic interaction, which was the inspiration for the deck. a 22 card deck is fine. Most importantly, it opens the options for a 22 Thump St reboot. This could be a deck which reuses the format and cast from 21 Thump St but with a bigger budget, building on and embracing the self referential nature and shameless cash in of sequel decks - but in a healthy and self aware way, maybe leading to one of the best parody decks of all time... Maybe future taboo lists could force much more desperate changes in theme and occasional recasting. The options are getting pretty solid:
Looking to the future I think we can all agree we are expecting new IDs to be added in the following professions: firemen, Traffic wardens, scuba divers, dancers, Mariachi, and Beauticians. Soldiers, old men, magicians, and number of ghost hunters, are already reperesented. |
Oct 13, 2022Forgot to quote my sources. |
Jan 02, 2023Apologies for posting on an old deck and resurrecting this thread - I am new to the game and was browsing decklists and I am confused by this deck, you list 31 cards but Underworld Support would reduce the deck down to 25. Am I missing something obvious in the deck design? |
Jan 03, 2023
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Jan 03, 2023Appreciated |
Feb 06, 2024We're using a modified version of this deck in our blind Innsmouth run and it is great - fast, deadly, and resilient. |
This is a fantastic deck idea! However I think in practice it's more of a 24 thump street. Pulling AR, 3 tactics, and 5 card less from underworld leaves only sigs and weaknesses which is at least 24 card deck. Mulligans let you see up to 10 of the 24 cards so that is still incredibly great.