Card draw simulator
Derived from |
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None. Self-made deck here. |
Inspiration for |
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None yet |
GermanJoey · 1056
This is the worst deck
This deck is an answer to all those folks who question why Three Aces needed its recent taboo mutation, to remove themselves from the game after they're successfully committed. "It's not so bad, is it? It's not like you could ever play it multiple times a turn." Well..... WELLLL................,,
This deck, once set up, plays 12 actions per turn. Two of those are needed to reset the engine, but you still get 10 auto-succeed actions and a free pathfinder movement, and the Red Gloved Man is available to tank 3 horror and/or 4 health during the mythos phase. That's about the only place you could even take damage, because enemies can never engage you (unless you choose to) thanks to In The Shadows.
To be absolutely clear, I think this deck is terrible and should never be played by anyone. It requires frustratingly precise piloting and slight perturbations due to mistakes or quirky encounter draws need very careful patching. If you try playing it in multiplayer, your friends will hate you when your turns take up 90% of the whole session (on top of ruining everyone's fun by solving every problem yourself). If you try to play solo, you'll bore yourself to death. Creating this deck felt like I was channeling something unholy, and yet, here we are. I post it because I feel compelled, but I feel ashamed of myself for what I've done. (I'd also like to credit my friend bela for all his help.)
Piloting
So, how is this monstrosity played? The basic idea is that once all your assets are in play, you're able to hold the rest of your deck in your hand thanks to Dream Enhancing Serum. At that point, you're able to repeatedly play and re-draw Three Aces, tanking the horror from reshuffles onto The Red-Gloved Man, who can be played as a fast. We squeeze in more actions using Leo De Luca (1), Ace in the Hole (3), Swift Reflexes (5), and pay for it all using Easy Mark and the money from Three Aces itself.
Setup
The first step is getting all those assets in play. This isn't as hard as it sounds; most of your cards either draw more cards or give resources, most of your assets cost just 1 or 2 resources and many of them are fast. Mulligan for stuff that draws cards and gains resources. Easy Mark and All Ins are priorities, as is Leo "D." Luca and DES. Don't feel bad for just standing around and playing assets, drawing cards, or gaining resources; you'll be able to complete most entire scenarios in a turn or two once the engine is rolling. (Instead, you should already be feeling bad for playing this deck to begin with.) Do easy investigative tests when you have All In, and then follow up with Crack the Case to gain resources. After that, we're ready.
Your Random Basic Weakness
I've got Self-Destructive listed as my basic weakness because I'm currently playing Trish in a campaign using it, but almost any weakness that just sits in your threat areaor spawns an enemy somewhere is fine. You auto-pass every test and enemies can't touch you, so as long as it's not in your deck or hit you with direct damage/horror, your play won't be affected. I counted 18/36 basic weaknesses that fit into this category.
Initial Game State
Resources
- At least 4 are needed to start.
In Hand
- 2x Crack the Case (not relevant)
- 3x Easy Mark
- 3x Three Aces
- 2x Practice Makes Perfect
- 2x Swift Reflexes
- 1x In The Shadows
- 1x Ace In The Hole
- 1x Red Gloved Man (RGM1)
- 1x Mind Over Matter
- (Note: this is 16 cards, but counts as only 9 for hand-size checks because of Dream-Enhancing Serum; also note your hand size is increased to 9 thanks to Arcane Enlightenment)
In Discard Pile
- 1x The Red Glove Man (RGM2)
In Draw Pile
- Nothing
In Play
- All listed assets are in play.
- Below, I reference one Lucky Cigarette Case as "LCC1", and the other as "LCC2".
- Pendant of the Queen is in play with at least 1 charge, which we'll never use.
- 2x All In have been played and removed from the game.
- Shadow Agents are in play. They can never touch us because we always play In The Shadows at the start of every investigative phase.
Start: Investigative Phase
Before Action 1
- Play In The Shadows (ITS), as a Fast, if not planning to fight this turn.
- Play Ace In The Hole (AITH), as a Fast
- Play RGM1, as a Fast
- -
- Hand state: -RGM1, -ITS, -AITH
- Discard state: RGM1, ITS, AITH
- Deck state: empty
- Resources: -2
Action 1
- Do any test, committing 3x Three Aces
- -> Draw 3 from Three Aces triggers, drawing ITS/PMP, AITH, and RGM2
- -> -> Draw pile empty, forcing reshuffle; take 1 horror on RGM1 (1/4)
- -> 3x Three Aces now go to discard pile.
- -
- Hand state: -RGM1, +RGM2, -3x Three Aces
- Discard state: 3x Three Aces
- Deck state: empty
- Resources: +1
Before Action 2
- Play Mind Over Matter, as a Fast, drawing 1x Three Aces
- -> Draw pile empty, forcing reshuffle; take 1 horror on RGM1 (2/4)
- -
- Hand state: -2x Three Aces, -RGM1, +RGM2, -MoM
- Discard state: MoM
- Deck state: 2x Three Aces
- Resources: +0
Action 2
- Do any test, committing 1 Three Aces
- -> Play 2 Practice Makes Perfects, as a Fast, to grab-and-commit the other 2 Three Aces
- -> -> Draw pile empty, forcing reshuffle; take 1 horror on RGM1 (3/4)
- -> Draw 3 from Three Aces, drawing both PMPs and MoM
- -> 2x Three Aces go back to your hand after the test because of PMP, 1x goes to discard pile.
- -
- Hand state: -RGM1, +RGM2, -1x Three Aces
- Discard state: 1x Three Aces
- Deck state: empty
- Resources: +1
Before Action 3
- Play Mind Over Matter, as a Fast, drawing 1x Three Aces
- -> Draw pile empty, forcing reshuffle; take 1 horror on RGM1 (4/4)
- -> -> RGM1 goes to Discard
- Play RGM2, as a Fast
- Play Swift Reflexes, as a Fast
- -
- Hand state: -RGM1, -MoM, -SR
- Discard state: RGM1, MoM, SR
- Deck state: 2x Three Aces
- Resources: -4
Action 3
- Do any test, committing 3 Three Aces
- -> Draw 3 from Three Aces triggers, drawing RGM1, SR, and MoM
- -> -> Draw pile empty, forcing reshuffle; take 1 horror on RGM2 (1/4)
- -> 3x Three Aces now go to discard pile.
- -
- Hand state: -3x Three Aces
- Discard state: 3x Three Aces
- Deck state: empty
- Resources: -1
Before Action 4
- Play Mind Over Matter, as a Fast, drawing 1x Three Aces
- -> Draw pile empty, forcing reshuffle; take 1 horror on RGM2 (2/4)
- -
- Hand state: -2x Three Aces, -MoM
- Discard state: MoM
- Deck state: 2x Three Aces
- Resources: -2
Action 4
- Do any test, committing 1 Three Aces
- -> Play 2 Practice Makes Perfects, as a Fast, to grab-and-commit the other 2 Three Aces
- -> Draw 3 from Three Aces, drawing both PMPs and MoM
- -> -> Draw pile empty, forcing reshuffle; take 1 horror on RGM2 (3/4)
- -> 2x Three Aces go back to your hand after the test because of PMP, 1x goes to discard pile.
- -
- Hand state: -1x Three Aces
- Discard state: 1x Three Aces
- Deck state: empty
- Resources: -1
Before Action 5
- Play RGM1, as a Fast
- -> RGM2 goes to Discard
- -
- Hand state: -1x Three Aces, -RGM1
- Discard state: 1x Three Aces, RGM2
- Deck state: empty
- Resources: -3
Action 5
- Play Easy Mark, drawing 1x Three Aces
- -> Draw pile empty, forcing reshuffle; take 1 horror on RGM1 (1/4)
- -> -> As a fast, play a second Easy Mark, drawing the other card
- -> -> As a fast, play a third Easy Mark, drawing Easy Mark
- -> -> -> Draw pile empty, forcing reshuffle; take 1 horror on RGM1 (2/4)
- -> -> As a fast, play a fourth Easy Mark, drawing Easy Mark
- -> -> As a fast, play a fifth Easy Mark, drawing Easy Mark
- -> -> -> Draw pile empty, forcing reshuffle; take 1 horror on RGM1 (3/4)
- -> -> As a fast, play a sixth Easy Mark, drawing Easy Mark
- -> -> As a fast, play a seventh Easy Mark, drawing Easy Mark
- -> -> -> Draw pile empty, forcing reshuffle; take 1 horror on RGM1 (4/4)
- -> -> -> -> RGM1 goes to discard.
- -> -> As a fast, play a eighth Easy Mark, drawing Easy Mark
- -> -> ->
- Hand state: +RGM2, -RGM1, -2x Easy Mark
- Discard state: 2x Easy Mark, RGM1
- Deck state: empty
- Resources: +13
Before Action 6
- Play RGM2, as a Fast
- -
- Hand state: -RGM1, -2x Easy Mark
- Discard state: 2x Easy Mark, RGM1
- Deck state: empty
- Resources: +11
Action 6
- Do any test, committing 3x Three Aces
- -> Draw 3 from Three Aces triggers, drawing 2x Easy Mark and RGM1
- -> -> Draw pile empty, forcing reshuffle; take 1 horror on RGM2 (1/4)
- -> 3x Three Aces now go to discard pile.
- -
- Hand state: -3x Three Aces
- Discard state: 3x Three Aces
- Deck state: empty
- Resources: +14
Before Action 7
- Play Mind Over Matter, as a Fast, drawing 1x Three Aces
- -> Draw pile empty, forcing reshuffle; take 1 horror on RGM2 (2/4)
- Play Swift Reflexes, as a Fast
- -
- Hand state: -2x Three Aces, -SR, -MoM
- Discard state: MoM, SR
- Deck state: 2x Three Aces
- Resources: +11
Action 7
- Do any test, committing 1 Three Aces
- -> Play 2 Practice Makes Perfects, as a Fast, to grab-and-commit the other 2 Three Aces
- -> -> Draw pile empty, forcing reshuffle; take 1 horror on RGM2 (3/4)
- -> Draw 3 from Three Aces, and also trigger LCC1: drawing both PMPs, MoM, and SR
- -> 2x Three Aces go back to your hand after the test because of PMP, 1x goes to discard pile.
- -
- Hand state: -1x Three Aces
- Discard state: 1x Three Aces
- Deck state: empty
- Resources: +12
Before Action 8
- Play Mind Over Matter, as a Fast, drawing 1x Three Aces
- -> Draw pile empty, forcing reshuffle; take 1 horror on RGM2 (4/4)
- -> -> RGM2 goes to Discard
- Play Swift Reflexes, as a Fast
- Play RGM1, as a Fast
- -
- Hand state: -MoM, SR
- Discard state: MoM, SR, RGM2
- Deck state: empty
- Resources: +7
Action 8
- Do any test, committing 3x Three Aces
- -> Draw 3 from Three Aces triggers, drawing MoM, SR1, RGM2
- -> -> Draw pile empty, forcing reshuffle; take 1 horror on RGM1 (1/4)
- -> 3x Three Aces now go to discard pile.
- -
- Hand state: +RGM2, -RGM1, -3x Three Aces
- Discard state: 3x Three Aces
- Deck state: empty
- Resources: +10
Before Action 9
- Play Mind Over Matter, as a Fast, drawing 1x Three Aces
- -> Draw pile empty, forcing reshuffle; take 1 horror on RGM1 (2/4)
- -
- Hand state: +RGM2, -RGM1, -SR, -2x Three Aces
- Discard state: MoM
- Deck state: 2x Three Aces
- Resources: +7
Action 9
- Do any test, committing 1 Three Aces
- -> Play 2 Practice Makes Perfects, as a Fast, to grab-and-commit the other 2 Three Aces
- -> -> Draw pile empty, forcing reshuffle; take 1 horror on RGM1 (3/4)
- -> Draw 3 from Three Aces, drawing both PMPs and MoM
- -> 2x Three Aces go back to your hand after the test because of PMP, 1x goes to discard pile.
- -
- Hand state: +RGM2, -RGM1, -1x Three Aces
- Discard state: 1x Three Aces
- Deck state: empty
- Resources: +8
Before Action 10
- Play Mind Over Matter, as a Fast, drawing 1x Three Aces
- -> Draw pile empty, forcing reshuffle; take 1 horror on RGM1 (4/4)
- -> -> RGM2 goes to Discard
- Play Swift Reflexes, as a Fast
- Play RGM2, as a Fast
- -
- Hand state: -RGM1, -MoM, SR
- Discard state: MoM, SR, RGM1
- Deck state: empty
- Resources: +3
Action 10
- Do any test, committing 3x Three Aces
- -> Draw 3 from Three Aces triggers, drawing MoM, SR1, RGM2
- -> -> Draw pile empty, forcing reshuffle; take 1 horror on RGM2 (1/4)
- -> 3x Three Aces now go to discard pile.
- -
- Hand state: -3x Three Aces
- Discard state: 3x Three Aces
- Deck state: empty
- Resources: +6
Before Action 11
- Play Mind Over Matter, as a Fast, drawing 1x Three Aces
- -> Draw pile empty, forcing reshuffle; take 1 horror on RGM2 (2/4)
- Play Swift Reflexes, as a Fast
- -
- Hand state: -MoM, -2x Three Aces
- Discard state: MoM, SR
- Deck state: 2x Three Aces
- Resources: +3
Action 11
- Do any test, committing 1 Three Aces
- -> Play 2 Practice Makes Perfects, as a Fast, to grab-and-commit the other 2 Three Aces
- -> -> Draw pile empty, forcing reshuffle; take 1 horror on RGM2 (3/4)
- -> Draw 3 from Three Aces, and also trigger LCC2, drawing both PMPs, MoM, and SR
- -> 2x Three Aces go back to your hand after the test because of PMP, 1x goes to discard pile.
- -
- Hand state: -1x Three Aces
- Discard state: 1x Three Aces
- Deck state: empty
- Resources: +4
Action 12
- Draw 1 Card, drawing 1x Three Aces
- -> Draw pile empty, forcing reshuffle; take 1 horror on RGM2 (4/4)
- -> -> RGM2 goes to Discard
- -
- Hand state: same as start
- Discard state: RGM2
- Deck state: empty
- Resources: +4
After Action 12
- Play RGM1, as a Fast
- -
- Hand state: -RGM1
- Discard state: RGM2
- Deck state: empty
- Resources: +4
After Action 12
- Trigger Pathfinder, as a Fast. (can be done at any point)
Enemy Phase
- Shadow Agents hunts, but doesn't touch us because we either played In The Shadows or walked far enough away from Shadow Agents such that they couldn't get to us. Alternatively, tank their damage onto RGM2.
Upkeep Phase
- Draw RGM1
- -> Draw pile empty, forcing reshuffle; take 1 horror on RGM2 (1/4)
- -
- Hand state: same as start, except RGM2 instead of RGM1
- Discard state: empty
- Deck state: empty
- Resources: +5
Mythos Phase
- RGM2 tanks up to 3 horror or 4 damage; if you need to discard an asset, choose to discard him.
- If Three Aces are played on an encounter card test, you effectively use up "Action 1" above and so you'll end up with a "free" action instead. You could use it to attempt a skill test without Three Aces... you'll have 6 in a stat from RGM, and then you add your book on top of that. So, 11 skill, probably enough to pass anything on expert except the autofail. But do you really want to do that...?
- RGM2 goes to the discard pile either way at end of phase no matter what happens, bringing you back to the starting state, plus 9 resources.
Notes
- You get one "bonus" move per turn via Pathfinder that you can use at any point in your turn without affecting anything.
- Enemies can optionally be chopped up with the Switchblade, which will always deal 2 damage thanks to auto-success rules setting the test difficulty to 0. (RGM can tank the Self-Destructive Damage.) Do note, however, that you can't deal damage to enemies if you play In The Shadows, so if you want to fight a boss, you should instead play a Swift Reflexes before your first Three Aces of the Round at the cost of 2 resources. This also gives you a bonus "free" action. By "free" I mean an action where you are "free to do what you want" rather than be constrained by the insane machinery required to repeatedly play Three Aces. You won't have auto-success during your "free" action, but you will have RGM base-6 in a state plus Mind Over Matter's +5, so you'll probably be ok to test the chaos bag. But.... do you really want to do that...?
- If you need more "free" actions, you can stop after Action 4 and still be fine to set up for the next turn; you'll be able to take 4 "free" actions this way while still getting 4 auto-success actions.
- I "wasted" one action replaying RGM1 at the end there; if you're OK tanking more than 1 horror in the mythos phase, you can use this as another "free" action.