Card draw simulator
Derived from | ||||
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Sophie Harrigan’s Guide to Playing the Soldier | 943 | 756 | 39 | 1.0 |
Inspiration for |
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None yet |
queaux · 2
This deck is based around getting upgraded Beat Cops into play and triggering their ability in any phase with an action window to get the most out of Mark Harrigan's ability. The first scenario will be a bit rough as a result since you haven't gotten your Beat Cops that make the deck hum. In particular, Inspiring Presence is almost exclusively for Beat Cop, and Let me handle this gets exponentially better when you have a Beat Cop since you can pull an encounter enemy to you then trigger the Beat Cop in the Mythos Phase to get your card draw for that phase.
The most important Asset in the deck is the first weapon you see, so there are 5 cards in the deck to get you online as a damage dealer. This gets more efficient when you can get Stick to the Plan and put Prepared for the Worst on it, which should be your next upgrade after Beat Cops.
The skill cards that draw you cards help you cycle cards into what you need. You have to wait on an encounter card for Guts to trigger, so it's the first to go when you've gotten some extra upgrades in there. The other skill cards can largely be triggered at will using Sophie and the card to pass the check.
Since you burn through so many cards in the deck, you can afford for your cards to have a somewhat marginal effect as long as it improves your efficiency in total. Taunt, Elusive, Vicious Blow, Evidence, and Shortcut all give you a bit of action advantage at the cost of the cards you are always drawing. The mobility cards in particular help you to get to enemies, trigger your Beat Cops, and kill them the turn they appear.
The deck takes care of threats very efficiently, but you still pack a smoking pipe to get yourself out of a horror crunch and 2 Emergency Aid since that helps with Sophie.