Card draw simulator
Derived from |
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None. Self-made deck here. |
Inspiration for | ||||
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Books For Days | 0 | 0 | 0 | 1.0 |
Valentin1331 · 68598
Daisy Reaches Infinite Knowledge, Emptying Locations in one of her 6 .
Credit: Aleksander Karcz
Introduction:
The cards from TSK are overpowered, and I think that no one uses them better than Daisy Walker. Let me show you why.
This series is a celebration of the 20k points on ArkhamDB to thank you all for all the support received.
I will release a new standalone-ready deck concept every week on Friday for the following months, so stay tuned and keep pressing the ♥
button if you want to see more!
Let me know which investigators you would like to see next in the comment!
Warning: because Archaic Glyphs is a research card, this deck is not officially legal for a standalone scenario.
Table of Contents:
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Overview
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Main Strategy
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Stat Ball
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Drop Clues
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Gain Tempo
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Other Cards
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Upgrade Path
Overview:
Difficulty: | ★★★★☆ |
Enemy Management: | ★★☆☆☆ |
Clue-getting: | ★★★★★★ |
Encounter protection: | ★★★☆☆ |
Survivability: | ★★☆☆☆ |
Economy: | ★★★★☆ |
Card Drawing: | ★★★☆☆ |
Main Strategy:
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Get your so high that you'll empty any location in one single test with Research Notes and Archaic Glyphs - Guiding Stones.
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Use double Press Pass and your ability to reach 6 actions per turn.
Stat Ball:
Both Archaic Glyphs and Research Notes' rewards increase if you oversucceed at a test. For this reason, we choose Daisy's 5 base intellect and bring it to the next level.
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2 Magnifying Glass + Dr. Milan Christopher + Whitton Greene = 9 base .
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We later replace one Magnifying Glass with Jeremiah Kirby for more draw.
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There is a little dance to do between Daisy's Tote Bag and The Necronomicon. If you haven't found the bag, then you should use Whitton Greene to find the The Necronomicon asap and get rid of it to free your hand slots for the 2 Research Notes as early as possible.
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Add Inquiring Mind, Promise of Power and Perception for more burst bonus.
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Use both Quick Study to the same test to reach ridiculous 14+ on a test each turn.
- On a 3-shroud location, and pulling a -3, you would still get 5 clues in one action with Archaic Glyphs and 8 clues with Research Notes.
Drop Clues:
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Each clue dropped is saved twice, as soon as you have 2 Research Notes on the table, and gives you 2 actions as you can play 2 Press Pass with Relic Hunter.
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Use Quick Study every single turn as it stores Evidence, brings more clues with Research Notes/Archaic Glyphs and the clue you just dropped can be picked up in the same test, not impacting your tempo in any way.
- You can also use the Quick Studies as a Mythos defender to evade enemies or pass treachery tests. +6 to any test should be more than enough.
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Captivating Discovery and Analysis are just ways to drop a lot of clues in one go to pile up Evidence on Research Notes. You don't mind dropping all your clues at once since you can get them all back so easily. The more you drop, the more you get.
There are more clue-dropping techs out there, but relying primarily on Quick Study is, in my opinion, enough to generate a sufficient number of Evidence on Research Notes, while not taking too much space in the deck.
Gain Tempo:
Besides that clue explosion, other tools are here to increase your tempo:
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Daisy Walker's ability makes one use of the Research Notes each turn.
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Press Pass rewards you with 2 additional actions each turn, turning Daisy Walker and her tome ability into a 6-action investigator.
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Unearth the Ancients uses your massive to play your most expensive assets .
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Winds of Power and Enraptured (which is a target for Practice Makes Perfect) refill your Archaic Glyphs for more tempo gain.
Other Cards:
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Feed the Mind fits well in this deck because of Daisy's capacity to oversucceed easily, and all the actions given by the Press Pass. It also takes an arcane slot, enabling you to cycle your Archaic Glyphs. Even if you feel like losing quite some tempo with it early in the game, this is easily compensated by how fast it goes once set up.
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Whitton Greene does not only give you a passive , she finds Research Notes and tutors Your Weakness.
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Dr. Milan Christopher does what Milan does: and resources.
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Jeremiah Kirby brings you another with a good draw for your set-up (and I wanted to play my new promo card of him).
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Empirical Hypothesis turns these absurd numbers into card draw.
- At the very end of a campaign, if you run out of upgrades, you can sink xp into it to get Research Grant to help with your set-up and Peer Review to give draws to your team when your set-up is complete.
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Crack the Case is just the best cash engine available.
- Astounding Revelation is another option with Whitton Greene, Practice Makes Perfect and Captivating Discovery as your main search engines. The positive is that it doesn't use a card draw, and the negative is that it only brings 2 resources.
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Practice Makes Perfect targets primarily Enraptured for more charges on Archaic Glyphs, or Perception/Promise of Power (and later Deduction (2) during your Archaic Glyphs tests.
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Promise of Power, Perception and Inquiring Mind are ridiculous boosts to your Archaic Glyphs tests. While committed to these tests, they are better than Deduction, so we can skip it for once!
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Speaking of Archaic Glyphs, Daisy's ability helps you translate them at the beginning of a campaign.
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Enraptured and Winds of Power add charges to your Archaic Glyphs for more fun.
- You could replace Winds of Power with Ghastly Possession to save 2 resources and potentially an action if you draw it during the upkeep/mythos phase, but you lose 1 charge. With the income and draw the power of this deck, I prefer Winds of Power.
Upgrade Path:
Cost | Total | ||||
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In the Thick of It | → | Charisma ••• | 3 XP | 3 XP | |
Core Upgrades | 3 XP | ||||
Deduction | → | Quick Study •• | 2 XP | 5 XP | |
Deduction | → | Quick Study •• | 2 XP | 7 XP | |
Archaic Glyphs | → | Archaic Glyphs ••• | 3 XP | 10 XP | |
Archaic Glyphs | → | Archaic Glyphs ••• | 3 XP | 13 XP | |
Feed the Mind | → | Press Pass •• | 2 XP | 15 XP | |
Analysis | → | Press Pass •• | 2 XP | 17 XP | |
→ | Relic Hunter ••• | 3 XP | 20 XP | ||
Luxury Upgrades | 20 XP | ||||
Dr. Milan Christopher | → | Unearth the Ancients •• | 2 XP | 22 XP | |
Whitton Greene | → | Unearth the Ancients •• | 2 XP | 24 XP | |
Practice Makes Perfect | → | Jeremiah Kirby •• | 2 XP | 26 XP | |
→ | Charisma ••• | 3 XP | 29 XP | ||
Inquiring Mind | → | Winds of Power • | 1 XP | 30 XP | |
Inquiring Mind | → | Winds of Power • | 1 XP | 31 XP | |
Perception | → | Perception •• | 2 XP | 33 XP | |
Perception | → | Perception •• | 2 XP | 35 XP | |
Promise of Power | → | Deduction •• | 2 XP | 37 XP | |
Promise of Power | → | Deduction •• | 2 XP | 39 XP | |
→ | ☑☑ Research Grant | 2 XP | 41 XP | ||
→ | ☑☑ Peer Review | 2 XP | 43 XP |
To create your own guides, find the template I have created here
13 comments |
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Jan 20, 2023 |
Jan 20, 2023I also played a deck like this, and found the magnifying glasses felt like they belonged to a different deck; they compete for hand slots and don't help with research notes or feed the mind. The deck is so intensely asset dependent I found better luck optimizing for card draw and econ. Once you have 2x press pass, 2x research notes, you're a steamroller of clues. Unearth the Ancients was also super clutch. I noticed the difference when I started with it in my hand and not. As for the necronomicon, I played Arcane Enlightenments and let it stay in play. My actions are the main means by which we move the game forward, I don't have time to spend reading a scary book, and I draw too hard to feel confident in not just instantly redrawing it. |
Jan 21, 2023I feel like I would have taken Knowledge is Power to use on the Research Notes. It would get a lot of clues without spending your evidence. (Unless it doesn't work the way I think it does). |
Jan 22, 2023Probably should add a caveat with a retooling for when research notes inevitably gets taboo'd |
Jan 22, 2023
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Jan 22, 2023I wonder how you do get enough ressources to play all those assets (besides a bob who fuels you with infinite actions and catalogues alongside a guardian double stand together 3 you) |
Jan 22, 2023Thanks for the many comments! Let me try to get back to you all :)
How did it go for your friend, though? Was it as strong as I say it is?
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Jan 31, 2023nice |
Feb 20, 2023Hi Valentin1331 For this comment: Please keep in the back of your head that I might be super bad at piloting - and feel free to send me advice. I took your Daisy deck to a face-ckeck playthrough of TSK in a group of three, side by side with William Yorick and Jacqueline Fine. Due to a lack of the Dream Eaters cardpool, I chose Deny Existence and Shortcut for PMP and Enraptured to start with. After 3 scenarios and a 17 exp deck, I found it not so much fun to play Daisy this way, I am missing "cool stuff" to do with all the actions after I emptied locations to be honest - and I miss card draw and economy (Daisys basic weakness is The Tower, which doesn't help at all of course.) So with the freshly earned 9 exp I put an Old Book of Lore (3) and Scroll of Secrets (3) in for weakness mitigation, draw and economy - and to be helpful for my teammates I hope. How did you "fill" all the actions Daisy can generate? What do I play wrong? I feel like your concept should be really fun. |
Mar 19, 2023Hello |
Mar 19, 2023Hey So long story short, it will work, but it is a bit clunky.
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Mar 20, 2023Thank you Valentin! Yes, I think I've forgotten about the basics a bit because I was so busy assembling the board and really trying to do cool stuff. And I got very unlucky to have drawn The Tower in every opening hand and it felt quite tough to get out if this resource hole. So please don't take my comment as an offence, it reflects my frustration about the campaign and as a particular unpatient person, about the slow building up to feel useful in our group. Thanks again for your inspiring decks and keep on with your releases, I always check these out and love your write-ups so I can learn about amazing combos and synergies! Cheers! |
Mar 21, 2023I really want to see playthrough on this deck, i want to try this deck a lot to know more about this deck mechanic |
This is similar to a deck my friend played last campaign, although he used Arcane Enlightenment and Maleson for extra hands and mythos protection respectively, and Backpack for extra search. He never took Relic Hunter but he got to meme double Press Pass anyway in one scenario thanks to the Tarot deck offering an extra slot.