Card draw simulator
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None. Self-made deck here. |
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Stella Clark, Habilidades y jugar al fallo | 0 | 0 | 0 | 1.0 |
Stella Clark, Habilidades y jugar al fallo | 0 | 0 | 0 | 2.0 |
RedRedshaw · 390
General Idea: Current working version for a Stella Clark solo/multiplayer deck. The strength of this deck is in its low resource cost and high card draw engine which synergizes with Stella's desire to fail at least once a turn. This deck was able to beat the Dunwich Legacy on hard. Without the taboo list, swap the two Overpower for two Drawing Thin.
Deck Strengths: This deck is extremely well rounded and capable of handling almost anything thrown at it. The deck utilizes Rabbit's Foot and Take Heart to turn fails into card draw while also producing extra actions. "Look what I found!" and Live and Learn allow Stella to meet her fail quota while also providing tangible results. Track Shoes has proven to be really powerful, allowing for an actionless skill test which either compresses your movement or provides you fail opportunities to get your bonus action each round. It also synergizes with her high agility to dodge most creatures with ease. Save the .18 Derringer and Old Keyring to help facilitate fighting monsters and getting clues while your card draw and insane amount of ? icons lets you handle the tests you need to pass as you stumble your way to victory.
Deck Weaknesses: This deck has the potential to draw poorly and get caught off guard, specifically when finding clues. Since Stella has a naturally low intellect she will have to rely on her skill cards (Perception, Unexpected Courage, Neither Rain nor Snow) to clear high shroud locations. This deck has proven difficult to pilot, knowing the right time to commit your skill cards and knowing how and when to fail will decide whether you are a clue finding, monster slaying goddess or a lost post lady bumbling around in the dark.
Upgrades: Luckily, there are some early upgrades that can help patch up the deck and improve your odds. Try and Try Again allows you to toss in valuable skill cards (Neither Rain nor Snow) without fear of wasting them. One copy of True Survivor has proven invaluable as a one card reload, forming an infinite cycle with Resourceful and permanently creating a weather barrier around you (Neither Rain nor Snow). For fighting, upgrading .18 Derringer is great for two health enemies and Chainsaw has potential for dealing with the beefier three health bunch (Note that the two-hands requirement means your keys will have to stay on the belt). Since this deck has limited sources of extra damage, getting an upgraded Dumb Luck can help to deal with high health annoyances that would otherwise soak multiple valuable bullets while also fitting in with the failing theme. Other than that upgrade your Lucky!, "Look what I found!", Rabbit's Foot, and Unexpected Courage to improve your already powerful base cards further. With no allies this deck has the ability to take On Your Own, but doesn't have the cards to take full advantage of the event discount unless you decide to upgrade your deck in that direction. Feel free to pick it up if you have six extra XP lying around, or pick up Peter Sylvestre if you feel like you want to go even faster and want some horror protection.
Summary: I have LOVED playing this deck. It feels less like fighting against the chaos bag and encounter deck and more like fighting alongside it. Having the encounter deck throttle you only results in additional actions as you Grit Your Teeth to the challenges ahead. Tripping over your Track Shoes simply means you pick yourself up and keep going as you grip your Rabbit's Foot for additional cards. If any of this interests you, I encourage you to try out Stella Clark and understand what it really means to succeed through failure.
Try and Try Again and Take Heart do not work together unfortunately. It does work with Grisly Totem however, so you can use that for infinite Take Hearts!