Card draw simulator
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None. Self-made deck here. |
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Calprinicus · 5780
I've spent months perfecting this parallel Jim deck. Please give this build a like (and favorite) if you read this. I've ran him through a bunch of scenarios both solo & multiplayer to hone the deck.
Summary
Jim is a versatile fighter & cluer. Even with all the tokens, he's a great flex role with a lot of support & powerful plays.
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Boost Jim's to 8 with Living Ink, Holy Rosary, and Four of Cups.
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Get free stuff by adding curses to the chaos bag with Faustian Bargain, Stirring Up Trouble, Gabriel Carillo, and Deep Knowledge.
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Overcome the curse tokens with: 8 + Sparrow Mask, Blasphemous Covenant, & Ritual Candles.
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Store Curse tokens with Favor of the Moon, then unleash them for huge bonuses with Dawn Star, Rod of Carnamagos, Armageddon, Control Variable, and Jim Culver .
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Use Jim Culver add charges to Living Ink, Close the Circle, & Armageddon.
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In a pinch, Close the Circle allows you to use that 8 to perform a basic action to investigate, evade, or do a test on an encounter card.
Blessed Team-up
This deck can be even more potent when you Team-up with a blessed character like Sister Mary.
- Swap Blasphemous Covenant with Paradoxical Covenant.
- Swap Tempt Fate with Tides of Fate (have the blessed character run Tempt Fate).
Starting Deck
- 2x Ritual Candles
- 1x Rod of Carnamagos
- 2x Armageddon
- 2x Holy Rosary
- 1x Sparrow Mask
- 1x Painkillers
- 2x Living Ink
- 2x Faustian Bargain
- 1x Deep Knowledge
- 2x Control Variable
- 2x Tempt Fate
- 2x Refine
- 2x Tides of Fate
- 2x Drawn to the Flame
- 2x Delve Too Deep
- 2x Promise of Power
- 2x Read the Signs
UPGRADE PRIORITY
This build is listed as 29xp, but it's less than that.
- One Refine per scenario should reduce the XP cost of Living Ink (vibrancy) by 1-2xp by the time you reach it on the priority list below. Macabre Depiction isn't critical with Jim's , but should be free by the last 1-2 scenarios.
- You'll also run Delve Too Deep for the first few scenarios until you get all your critical 1xp cards.
- 2XP - 2x Tides of Fate 2x Gabriel Carillo
- 2XP - 2x Read the Signs 2x Favor of the Moon.
- 1XP - 1x Refine 1x Four of Cups
- 2XP - 2x Promise of Power 2x Close the Circle
- 2XP - 2x Drawn to the Flame 2x Stirring Up Trouble
- 3XP* - Living Ink (Vibrancy)
- 2XP - 1x Blasphemous Covenant.
- 2XP - 2x Delve Too Deep 2x Dawn Star
- 2XP - Rod of Carnamagos Rod of Carnamagos
- 8XP - Armageddon Armageddon
- 3XP* - Living Ink (Macabre Depiction)
- ?XP - 1x Refine Anything you want.
CARD BREAKDOWN
- Easily the best sanity heal in the entire game. Easy to trigger & it triggers often.
- Exchange the extra sanity for health with Painkillers.
- In multiplayer, it's absolutely bonkers with Field Agent or Agency Backup.
- These trigger EACH time you pull a !! Having 2 ritual candles negates completely. Having just one candle is usually enough to succeed most tests with a .
- This has amazing utility!
- First, it's fast . If there is an enemy anywhere, there is very little reason not to use it.
- Secondly, it can hit enemies anywhere on the board including those engaged with your fellow investigators, but also those pesky aloof and evasive enemies.
- Finally, with the upgraded version you CHOOSE the rot you give them & can trigger multiple times. It's relatively easy to trigger with a bag full of curse tokens
- Favor of the Moon can guarantee a rot will be attached.
- Abyssal Rot - My favorite & easily the most powerful rot. Not being able to attack completely nullifies most monsters. However, there's only one, so choose your target wisely.
- Virescent Rot - Another popular rot. It's perfect at stopping hunters or elusive monsters. Essentially removes the threat if they're on a location your unlikely to return to.
- Scarlet Rot - Another popular pick especially if I get two triggers. It's great at dealing with enemies that spawn far away, accumulate doom, or locked with Virescent Rot.
- Putrescent Rot - Situational, but rarely my first choice. Good for enemies with victory you want to defeat anyways.
- Aember Rot - Rarely chosen. Normally only nets 2-3 resources.
- You'll be using the non-upgraded version for majority of the campaign, but that version is still very powerful with Jim. With Jim's a pulled during the FIGHT can replenish 2 charges. You'll often have this fully charged allowing you to use Jim's on Living Ink or Close the Circle instead. Again, Favor of the Moon can come in clutch when a lot of enemies show up.
- With Gabriel Carillo & Sparrow Mask, you get 3 charges which will last you a long while. Jim's can add more when empty. This is only used sparing for any non- on encounter cards, a clutch investigation or evade. On average, each scenario has about 3-5 important non- tests Jim will need to make, this covers most of those tests.
- Simple, cheap, and effective. It increases Jim's and gives some sanity soak for when Jim draws Final Rhapsody.
- IMPORTANT: This is Jim's primary target.
- A +2 stat booster!
- If you begin with this in your starting hand, to get the most out of it, you want this to be the last asset you play in setup, playing all other assets first. Ideally playing it as your first action turn 2.
- You'll use Refine to get the Vibrancy then Macabre Depiction perks with spending minimal xp.
- The best 4 resources you can spend. The extra tokens & card draw completely enable this deck. Unfortunately the +1 is often useless with Living Ink (vibrancy).
- Potentially free +1 boost. Speaks for itself.
- Gives you +2 on critical tests or when the bag has a bunch of tokens. Great when you're lacking some of your other boosts or with Close the Circle.
- Converts some of the healing from Jim's Trumpet to health instead sanity. 3 health for 1 resource is quite effective.
- Make sure you only play Favor of the Moon when you get all 3 sealed tokens. You'll also only want to use sparingly on Armageddon & Rod of Carnamagos where the extra damage is needed. Otherwise keep the tokens sealed for the sanity of the other players. This deck functions perfectly fine with fewer curse tokens in the chaos bag.
- It's 0-Cost, fast, & replaces itself with a draw. Ideally I play to ensure I'm sealing 3 on Favor of the Moon or before I activate Armageddon or Rod of Carnamagos. The tokens often a much needed respite in multiplayer.
- With the high & Ritual Candles you often don't need to use Blasphemous Covenant on yourself. I often reserve it for my allies unless I'm alone or things go sideways.
- A cheaper Working a Hunch. Works on any skill test! I Often play it when I'm already unsealing a from Favor of the Moon on Armageddon or it randomly occurs at a high shroud location.
- More testless clues! Ideally played on locations with 4+ shroud that may prove difficult for your team. Locations with victory are also prime targets!
- It cannot be played if you don't have enough tokens to add to the chaos bag.
- This is your boss killer. Like Control Variable this is best played when you're already unsealing a on Favor of the Moon for Armageddon. If you pull 2 tokens your dealing 6 damage for 1 action (4 from Armageddon & 2 from Dawn Star, that you can distribute) & the test is almost guaranteed to succeed since the tokens are negated.
- If for some reason things go sideways during an important test & you pull 3+ curses, this negates ALL those curses allowing it to succeed! As a bonus, your Ritual Candles still get grant the +1. It might also kill a hearty enemy by chance.
- Huge resource boost to help play Armageddon or Gabriel Carillo. You can share these resources with other investigators to help their setup.
- If I already have Gabriel Carillo, I often give most of this draw to my allies.
- Used mainly to reduce the XP of Living Ink. Most of the time I spend a single XP for both vibrancy & macabre Depiction perks, refine does the rest.
- Just pray for the best. I've been defeated a few times after drawing this card.
Thank you. Hope you enjoyed the write-up.
This write-up forgot the spirit deck.
Please refer to this updated version: arkhamdb.com