Wendy Adams True Solo Deck (Version 2.0)

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Derived from
Wendy Adams True Solo Deck (Help Needed) 0 0 4 1.0
Inspiration for
Wendy Adams True Solo Deck (EDDIE) 1 0 0 1.0
Wendy Adams True Solo Deck (EDDIE) 2 2 0 3.0

TheVagrantTKM · 117

My first attempt at a Wendy Adams "True Solo" Deck.

I. The deck is going to be relying on high Agility (and frequent evasion) to function, and high Agility and Willpower to manage the chaos deck (as opposed to a liberal use of skill cards). Thus, I have included:

Moonstone: +1 Agility, +1 Willpower, AND it pairs nicely with Wendy's ability.

Peter Sylvestre: +1 Agility, and the horror soak is a charming bonus.

Track Shoes: +1 Agility, and works well for an investigator that is going to want to avoid most enemies as opposed to fighting them.

II. Additionally, in true solo, you are bound to bump into the occasional enemy you are forced to kill, either due to "plot" reasons, or because they've got the 'Hunter' keyword and are proving too aggravating to evade turn after turn. Thus, I have included:

Backstab: Wendy should be sporting 7 or so Agility once the deck is up and running.

Waylay: Great for eliminating enemies if you've got an investigator who is good at evading.

Sneak Attack: ALSO great for eliminating enemies if you've got an investigator who is good at evading.

Hatchet Man: Increases your chances of successfully evading, and then combos beautifully with Sneak Attack or, in a pinch, Backstab.

III. Obviously in true solo you need some means of scooping up clues. In that department we've got:

Lockpicks: Sings on an investigator running 4 to 7 Agility.

Lantern: A nice reliable aid during investigation, and an emergency point of damage in a real pinch (for an investigator with very limited combat prowess).

Winging It: Pairs perfectly with Wendy's ability--it can be played from the discard pile, AND then pings back to your deck, providing you with future fuel for Wendy's Ability (that you'll never find yourself groaning to discard).

IV. Every deck needs something to drive its economy--in a true solo deck there are few cards better than good old Lone Wolf.

V. A few other cards slapped in for utility include:

Lucky!: This is almost an auto-inclusion for survivor decks.

Unexpected Courage: This is almost an auto-inclusion for most decks, and will prove doubly so here as I'm not running Guts, Perception, or Manual Dexterity.

Scrounge for Supplies: In true solo, sometimes you find yourself hurting for clues, and other times you find yourself swarmed by enemies. This card will enable you to scoop up what you've expended to the discard pile in order to "rebalance" your hand. (Also, at zero experience, recovering a pair of snapped Lockpicks is a big deal.)

Resourceful: Included for the same reasons I included Scrounge for Supplies. It's less versatile (as Rogue cards are out), BUT it doesn't cost you an action. (Hell, if helpful, you could use it to regain a copy of Scrounge for Supplies.)

VI. That's the deck thus far. I'm still unsure as to whether or not I should be pulling Resourceful and slapping in Manual Dexterity. Chime in on that if you have an opinion!

1 comments

Mar 02, 2022 RolandBanks · 1

Is it good to use double or nothing? Could you please tell me how I can upgrade this decklist.