Rita, Bewitching Survivalist (Now with Primer!)

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
Rita Tricks her Foes with Survival Techniques 5 4 0 1.0
Inspiration for
None yet

vercingix · 158

Hello Everyone,

I’ve had the chance to play this deck a little more and come up with this updated version. I’ve been brewing with Rita and Survival Technique since Feast came out, and here’s where I stand after testing. I think this deck is in a solid enough place that I'm ready to write up my first comprehensive primer as well.

This is a combat-focused/enemy management deck, with multiple options for getting the job done. It has a fairly consistent damage output with proper reaction sequencing, but can also evade, ping with testless damage, and debuff enemies as needed.

On the utility side, the deck has minimal ability to pick up clues, but a reusable (if somewhat awkward) recursion engine usable by any investigator.

I’m constantly working on and tweaking this deck (currently doing a 2h run of EotE alongside Ursula), and feedback is welcome.

Key Interactions-

  • Bewitching- This card is worth the 6xp solely for allowing us to consistently find Dirty Fighting, one of the most important cards in the deck. I also like putting Easy Mark on there (search out the other 2 before drawing the one on Bewitching). The last slot is more of a flex- there are arguments for Breaking and Entering, Lightfooted, and False Surrender- I recommend trying Lightfooted first, then adjusting to your preference.

  • Dirty Fighting- This card provides a lot of action economy, and turns Rita into a capable fighter by itself. The key is sequencing reactions post-Evade. For 3+ health enemies, use the extra attack to hit with Hatchet before using Rita’s damage ping. And don’t forget that you can always punch instead of using Hatchet, if you don’t want to discard it vs a low Fight, 2 health enemy.

  • Pitchfork + False Surrender- This is the “Big Damage Turn” combo. While Pitchfork’s Fight value is too low to rely on as a primary attack, you can hold it and 1 or 2 False Surrenders in hand to give you an extra 3 damage against “boss” enemies, or to take down the Hoods. With Survival Technique, you can throw the Pitchfork twice in one turn.

  • Hatchet- An awkward weapon to use, but the high attack value for Rita (8-10 depending on how set up she is) makes up for it. Use it to soften up 3+ health targets before finishing them off with her Evade ping or Makeshift Trap.

  • Survival Technique + Makeshift Trap- If there’s one powerful takeaway synergy from this deck to exploit, it’s this. With Simple, Makeshift Trap is a fast action, and with Poisoned, it deals 1 damage at the end of the round. This is a great way to finish off annoying enemies. The debuff to Fight and Evade the trap provides can also be relevant, making high stat enemies easier to take down, and allowing you to punch medium-fight enemies to save your Hatchets. And Survival Technique allows you to use the traps over and over again.

  • Hiding Spot- Has two main uses. First, it can be used to protect yourself against incoming Hunters. Secondly, it can be used to “separate” enemies on your location for a round, especially Elites from Non Elites. Note that there is a window after enemies ready, but before Hiding Spot discards itself to pick it up with Survival Technique.

  • Shrine of the Moirai- Admittedly, I haven’t had much chance to test it in gameplay much, but has the potential to be quite powerful. Simply put, if you’re staying in one place for a while, and have extra actions, put this down and let you or your friends recur some cards, then pick it up with Survival Technique. Notably, this is the only way to get back your Rogue cards, in particular Breaking and Entering.

  • Track Shoes- In addition to just being a strong card in general, it creates a window during movement but before enemy engagement to drop Makeshift Traps or Hiding Spot, which could be useful.

The rest of the deck is self-explanatory- horror protection, card draw, and some generally strong choices to fill it out.

Alternates-

  • A second Peter Sylvestre- This is the change I’m most on the fence about. Peter plays an important role as a stat booster, and to protect Rita’s fragile Sanity. I think this deck has enough draw to run with 1, but were I to cut Shrine of the Moirai, this is definitely the first card I would put in.
  • Backpack- I think Hunting Jacket is the correct choice, due to how resource hungry the deck can be. However, I can see having 1 or 2 in the deck for consistency’s sake.
  • Crafty - The earlier version of this deck had 2 copies of Craft to pay for repeated Pitchfork throws and a large suite of tricks. I could see this as a useful discount and booster, especially for Breaking and Entering. However, it can’t pay for Makeshift Trap, the single biggest money sink in the deck. For that reason, it doesn’t make the cut.
  • In the Thick of It - Take this to start with Dirty Fighting, and either a Hatchet or Easy Mark. Of course, you want Physical instead of Mental trauma.

Level 0- I don’t have a “perfected” level 0 version of the deck yet. Here’s a few notes on the upgrade path and level 0 version, based on my limited experience.

Thank you all for reading. Once again, feedback is welcome!

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