Card draw simulator
Derived from |
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None. Self-made deck here. |
Inspiration for | ||||
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"Shotgun Ed" (but my name's Tommy?) | 0 | 0 | 0 | 1.0 |
"Shotgun Ed" (but my name's Tommy?) | 0 | 0 | 0 | 2.0 |
"Shotgun Ed" (but my name's Tommy?) | 0 | 0 | 0 | 3.0 |
Valentin1331 · 67256
Sorry Becky, but Tommy replaced you with someone else called Holly.
Credit: Owen William Weber and Tiziano Baracchi
This deck was ready when I started the 20k Series more than 6 months ago, but it ranked last in the Reddit Surveys twice, so I decided to postpone it slightly.
Yet, without further due, here's a deck that you can take in your blurse groups or in literally any group (no one will complain about a shower of tokens) and obliterate foes.
Following the success of the 20k Series, this 30k Series will focus on the investigators that are much harder to solve. Expect some jank, some outside-of-the-box thinking and hopefully some love for the underdogs of this game.
Click here to see all the previous decks. I will keep releasing a new standalone-ready deck concept every week on Friday, so stay tuned and keep supporting the Series by pressing the ♥
button if you want to see more!
Difficulty: | ★★★☆☆ |
Enemy Management: | ★★★★★ |
Clue-getting: | ★☆☆☆☆ |
Encounter protection: | ★★☆☆☆ |
Survivability: | ★★★☆☆ |
Economy: | ★★★☆☆ |
Card Drawing: | ★★★☆☆ |
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Fill the bag with tokens with Spirit of Humanity played on Venturer once they are out of supplies.
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Use Favor of the Sun and Ancient Covenant to secure shots at 9 .
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Use the Custom Modifications to double your chances to find a token and keep the Shotgun full of ammo.
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To add tokens to the Chaos Bag, you can use:
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Keep Faith when you are set up and can afford it.
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Spirit of Humanity that you can use on Venturer. Each copy will then add 3 ammo to Shotgun, 4 to the bag and refund itself before shuffling back in your deck.
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When you have 3+ tokens in the bag, play Favor of the Sun to store them and control when you can trigger the Ancient Covenant.
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With the 4 base skill of Tommy, the +2 from the token, and the +3 from the Shotgun, you are shooting once per turn at 9 , which is enough to deal 5 damage in one action to any enemy with 4 or less, once per turn.
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If you need to attack more than once, the of the Custom Modifications helps increase your chances of finding a token, and Daring / Overpower help you push up your skill value to deal more damage.
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Since you will overkill most monsters, Relentless collects the extra damage to finance your events.
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Custom Modifications does not only help with finding tokens:
- Counterbalance helps with maintaining ammo on your Shotgun. One in the Chamber now adds 2 bullets instead of one, and if you play the game in campaign mode, Custom Ammunition will add 3 ammo.
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Before sacrificing your Venturer with your Spirit of Humanity, you can transfer 3 ammo to the Shotgun.
- By playing both Venturers once and both One in the Chamber with Custom Modifications in play, you can shoot 12 times which should be enough to cover for at least 2 players' worth of enemies (Credits:
@Fresnoth
).
- By playing both Venturers once and both One in the Chamber with Custom Modifications in play, you can shoot 12 times which should be enough to cover for at least 2 players' worth of enemies (Credits:
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Safeguard is a great way to gain tempo, as your only role in this deck is to protect your clue. One move action per turn saved can quickly mean a lot and make you feel less guilty to click for a resource/card during the scenario or even try to investigate with 3 v shroud.
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At a Crossroads, Glory and Take Heart are here for consistency and to access your key elements faster.
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Daring and Overpower are helpful when you have more than 1 enemy to deal with, on a boss, or to increase your chances of one-shot when you are out of tokens on Favor of the Sun.
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Prepared for the Worst is in case you do not have a weapon in your starting hand.
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It is perfectly fine to start with Becky in play or use it to replace an empty Shotgun.
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If you have Custom Modifications and the Shotguns are late to the show, you can very well play a whole scenario without them. Becky will make you gain in ease of ammo management what you lose in damage output.
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Motivational Speech works really well here because your Venturers shuffle back in your deck once defeated with Spirit of Humanity, so you'll have many chances to use throughout of a scenario.
Upgrades:
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Stick to the Plan of course will increase tremendously the deck's consistency.
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Attach Custom Modifications, Prepared for the Worst, and One in the Chamber at first, Ever Vigilant instead when you purchase it.
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Because Custom Modifications and Prepared for the Worst are made available at any point, you can cut the 2nd copy of each to free up some deck space.
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Upgrading to Prepared for the Worst (2) is helpful to have a chance to play Shotgun on turn 1.
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Very late in the campaign, if you run out of options, you can also upgrade to Ever Vigilant (4).
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Custom Ammunition not only adds another damage on Monsters, but it also adds 3 Ammo fast once Custom Modifications is on the ta. It shouldn't be hard to finance during the second half of any scenario, thanks to Relentless.
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Safeguard (2) is a good upgrade for bigger maps that will force your cluever to move more than once per turn. The engaging part can prevent some AoO, but it is less important than usual because of Notched Sight on your Custom Modifications.
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Combat Training is great to get another for your Shotgun, but most importantly it gives you resources via your ability to pay for skill pumps when you cannot use a or for some scenario tests.
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Overpower (2) offers one more card and one more icon, which can be turned into damage with the Shotgun. What's not to like?
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Custom Modifications can be further upgraded.
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Extended Stock truly supports the build for when you cannot use Favor of the Sun or when Ancient Covenant is already exhausted, significantly increasing your chances of dealing the maximum number of damage at every shot.
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Leather Grip can also be helpful to increase the setup speed.
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Turning Glory into Unrelenting is an excellent way to increase the tempo of your draw by cutting the resource cost.
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The is further support to the test, which makes it more likely to land a one-shot.
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If there are enough in the bag, you can seal 3 tokens on Unrelenting, get the cards, and still use Favor of the Sun + Ancient Covenant.
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Unrelenting can also be used when you cannot secure a token on Ancient Covenant to seal the worst tokens and still make it possible to one-shot an enemy.
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Disclaimer
: This decklist is published in the version that I tested. These decks are made to be as versatile as possible, so don't forget to adapt them to your campaign and change the upgrade order around based on your experience.
To create your own guides, find the template I have created here
3 comments |
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Jul 08, 2023 |
Jul 12, 2023This deck feels a little short on early resource generation to me. Shotgun 5 + Spirit of Humanity 2 + Venturer 4/1 (Motivational Speech) + Flavor of the Sun 2 + Custom Modification 3 = 13-16 resources to get setup Your only other resource generation is Relentless (but that doesn't help until you are already mostly setup) and killing Venturer (and that requires Shotgun, Spirit of Humanity, & Venturer in play). Overall this is a really well constructed deck that I think would be a lot of fun to play at ~30 XP when you get stick to the plan & custom ammunition. |
Sep 24, 2024I played a version of this deck at Bustercon for the iron man this year in Mountains of Madness. It was extremely successful when paired with a blessing-heavy group. I included some Protective Gear to cancel the hazards and fuel Tommy's resource engine, left out At a Crossroads, and didn't use Spirit of Humanity (the other players were generating lots of blessings on their own). It usually took a little bit to get set up, resource-wise, but after a few rounds, even pretty powerful enemies turned into minor obstacles. It was a lot of fun to play, as well. |
Nice stuff, you have my upvote! I really like the idea of using Spirit of Humanity with the Venturer to add , ammo and also get resources courtesy Tommy's ability (plus then shuffling it back into your deck) - it's neat! Using Custom Modifications to better hunt for is a nice touch too!
The only question that springs to mind is did you find Extended Magazine worth it on Custom Modifications? I guess as only One in the Chamber triggers it on the 22XP version, the odds of adding more ammo with it are low. Removing one At a Crossroads would allow for Quicksilver Bullets at no extra XP (and could be replaced with a second Take Heart for a similar effect), though equally there aren't too many (any?) non-Elite enemies with 6 health so there might not be much gained from Quicksilver Bullets either.