One for All Winifred - One Collection for Every Investigator

Card draw simulator

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EzieBaikUben · 485

One for All

Using a single set of cards, I've created partial deck templates for (nearly) every single investigator in my collection. Find the rest by searching the deck title "One for All". In order to publish the decks, I'm required to have all 30+ cards, so any of the higher level cards are only included as filler and aren't actually intended for use. If going through the amount of setup required to organize these decks isn't your thing, I hope they'll still serve as a showcase of some of the most effective cards for each investigator!

Why?

Deck building takes time. This allows you to do a lot of the work in advance so you and your group can get playing the game faster!

Choosing cards can be intimidating, especially for newer players. This setup helps showcase effective card synergies for newbies, and gives experienced players who still want some control over their deck a solid starting point they can quickly build from.

By utilizing a lot of cards that don't normally see play, each investigator feels more unique. Some "bad" cards still haven't made the cut, but leveraging each investigator's strengths instead of relying heavily on having universally strong cards gives each investigator a more distinct flavour.

This setup can help ease some of the burden of having a lot of your staple cards locked down into a few of your decks while running multiple players across multiple simultaneous campaigns. This gives players more options even after a few decks have already been made.

It gives you the flexibility to complete decks based on varying team compositions and campaigns, which is harder to do with full pre-made decks.

Why not?

You want a maximally optimized, hyper-synergistic deck. I play these decks true solo on hard mode, and it is challenging but possible. They're great for standard and easy, but most of these templates will struggle in expert.

You don't care much for organizing. Getting things organized in advance, and then post-campaign can be more of a chore depending on how you normally set things up.

Your collection is wildly different than mine. Odds are very good your collection will differ from mine. I've included some considerations to take when modifying these templates to suit your own collection, but for some whose card pools are quite different, it may not be worth the additional tinkering.

Making the Templates Your Own

Every template was designed with 17 level 0, non-permanent cards in mind. This was calculated to utilize as many cards as possible with my own collection while still managing to keep my sanity above zero. The rules and numbers listed on these decks are only a rough guideline. There's no reason to stress over things lining up perfectly and results will vary based on what's in your collection and how much tinkering you want to do.

If you simply wanted to dedicate a handful of key cards to each investigator they could be very small. I wouldn't recommend going higher than 17 cards though - unless you're a masochist. Lola Hayes was also left out of the equation to avoid over-complicating things. For reference: if you had every player card player card released for standard retail by FFG (with a Revised Core set) you'd be looking at roughly 1000 level 0 player cards spread out amongst 55 (non-neutral) investigators, which equates to approximately 18 cards per investigator.

You could easily just slot in the cards that match your own card pool and leave it at that. You'll want to double up on some of the cards in each deck if you have a smaller collection. If you do want to get more in depth, the first thing you'll want to do is figure out which card sets we have in common. I currently own every card set in chronological release up to and including The Forgotten Age, as well as The Edge of the Earth, and Investigator Packs for Jacqueline Fine and Stella Clark (Jacqueline is particularly useful for fleshing out the mystic decks as she comes with a lot of basic level 0 spells, which are sorely lacking from the standard investigator expansions).

To begin, you'll want to create your own copy of each "One for All" deck I've created, and go through each - removing any cards that don't match your collection. If you have cards not in the sets listed above, or you're missing investigators (which frees up cards from their respective templates), you'll need to either write up a list of these, or more simply you could put together all the actual unused cards in your collection.

Next, if you have any investigators I haven't featured, you'll likely want to flesh their decks out by scouring my existing decks for obvious synergy choices (horror healing in Carolyn Fern, for example), ideally without removing any cards that already fit well in their respective deck. Then you can start adding leftover cards until you hit the desired deck size for each investigator. I've tried to make each card unique for nearly every investigators; but with smaller collections you'll find that having 2 copies of key cards is necessary for most decks.

Depending on how many cards you need to re-assign and how intense your process is, this can get complicated pretty quickly. A few pointers:

  • Get the obvious cards out of the way first. (Tome Synergy for Daisy, damage soak for Mark, etc.)
  • I'll attempt to lay out some effective archetypes for each character further down. These should help dictate the not-so obvious card decisions.
  • There are only so many of each card type, so distribution matters. The numbers I used should stay fairly consistent between collections and they are as follows:
    • Hands - 2-3
    • Accessory - 1
    • Body - 1
    • Arcane (Almost exclusively for Mystics) - 2
    • Ally - 2
    • Unslotted - 2
    • Events - 5-6
    • Skills - 3
  • These numbers will fluctuate for each investigator and class (i.e. Guardians use more hand slots, Mystics less)
  • I like cards with stat buffs in investigators who need them most (those with 3 or 4 in an important stat). It's not necessary, but I think it's a good guideline.
  • Cards like Unexpected Courage or Emergency Cache that apply generally to a wide range of investigators make great filler to pad out deck sizes at the end of the process.

Playing with your Decks!

  • Pull all the other decks you've made that match your investigator's primary class and start populating your deck with suitable cards from those. Then you can do the same with any secondary/splash classes.
  • Find duplicates of all the best cards that fit the archetype you're building for. If I'm setting up decks for new players, I'll have them start by simply hunting for doubles of cards already in their deck.
  • Design for your team composition / campaign and prioritize cards to suit. For example: if you're playing a fighter on a team of 3 and only have one strong clue-getter, you'll probably want a few extra cards that help you find clues.
  • Be mindful of your card types. The above listed distribution isn't perfect, but when in doubt, keep the ratios fairly similar, noting any differences your specific investigator or class might require (i.e: Mystics accounting for arcane slots, or oddballs like Sefina who love events)
  • I've purposely tried to leave 1 or 2 splash slots ("Up to 5 of X class") on applicable investigators open for customization, so don't forget to fill those out!
  • If you're more comfortable, and really want to optimize you can obviously replace cards from these presets as well.

How to Organize

Everybody is going to have their own system, but I've gone ahead and placed each class in its own stack, with the investigators at the head of each deck in order of release, and reversing investigator specific cards to keep them clearly separated. Colour coded card sleeves really help keep things organized, but they aren't necessary and can even be a nuisance when you're removing cards from off-class stacks to fill out your campaign-ready decks. You can also build dividers out of cardstock, cardboard, or whatever else you have handy and disperse them as liberally as you see fit.

Investigator Specific Tips

2 things that should be immediately obvious about Winifred: she likes skill cards and quickly churning through her deck! An astute player familiar with the Rogue class will also note that her ability lends itself to consistently over-succeeding on all the Rogue cards that benefit you for doing so. When she gets her engine up and running; Wini can potentially do 3+ skill tests per turn, commit enough cards to activate her ability on each test, and still wind up with more cards than when she started that turn. Almost any agility test should be trivial, and even her average combat and intellect should be sufficient to pass (if not over-succeed on) most tests, provided you have the right cards.

While Wini probably has better means to pass willpower tests than some of her Roguey colleagues, 1 willpower is still a small number, and presents a challenge when drawing treacheries. Reliance on committing many cards also means that failures hit much harder, and early auto-fails can really hamper your momentum.

Some archetypes that play well with this template:

  • Skills on Skills - Powerful rogue skill cards take center stage here. Moreso than other investigators, you'll also want to be mindful of the icons on your cards. Wilds and 2+ icons are important to ensure you're consistently succeeding on your non-foot tests, and make sure you have enough card draw to commit your 2 cards per test with good consistency.

  • Successful Cluever - Committing 2 cards is expensive, but gives you improved odds of hitting over-success targets even on Wini's mediocre base stats of 3. Focus on cards that boost her intellect or stack it with her agility to ensure you're hitting your over-succeed targets and safely collecting clues while you dance around the ancient unspeakable things.

  • Successful Fighter - Apply the previous cluever principles to your combat stat instead, and become an incredibly efficient defensive expert who can answer (nearly) every enemy without taking a scratch.

  • Combo Queen - Rogues love their card combos and none of them can dig through their decks like Winifred can! Designing your deck around drawing super synergistic cards that require each other to function correctly is much less risky, particularly if you're optimizing to draw as many cards as possible. Cycling through your deck in any given scenario (often multiple times!) is very easy to accomplish here.

  • Cards in this template worth having duplicates of: .41 Derringer, Lockpicks, Lucky Cigarette Case, Pickpocketing, Pilfer, Slip Away, Sneak By, Daredevil, Nimble, Opportunist, Quick Thinking, basic neutral skills, Lightfooted

  • Excluded cards worth adding: Mauser C96, Flashlight, Leo De Luca, Lonnie Ritter, Sled Dog, Underworld Support, Lone Wolf, Backstab, Coup de Grâce, Elusive, Eavesdrop, Emergency Cache, "I'm outta here!", Scout Ahead, Sleight of Hand, Sneak Attack, "You handle this one!", basic neutral skills, "Watch this!", Hatchet Man

I hope you've found this helpful! Let me know if you have any questions or feedback in the comments!

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