Tsuna-barnaby Alert

Card draw simulator

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Derived from
None. Self-made deck here.
Inspiration for
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SumoJedi · 7

DECK GUIDE

Tsuna-barnaby Alert! Tsuna-barnaby Alert! This deck builds itself on ephemerality and chaos. It fins consistency not by targeting a specific build or combo, but by making sure that, despite a 50 cards deck, there is always a way to approach each situations.

The focus is on intelligence and attack test. So all the cards were carefully selected to interact by their ability or skill icon with those two stats. Very few exceptions (Bound for the Horizon & Hunting Jacket).

This deck main weakness is the low Willpower and Agility, having no real way to increases those stats. So, be ready to failed test on treacheries. This is why, Idol of Xanatos must be played as soon as you get it. You also wants to be slightly damaged to destroy the Hunting Jacket (3).

Opening hand : The ideal opening hand has at least 2 assets and 2 skills. Always put all your skills under George at the start each scenario. Laboratory Assistant & Arcane Enlightenment should also be kept (just 1 to start with is enough).

UPGRADE TREE

REPLACE : 2x Long Shot > 2x Brute Force (1)

REPLACE : 2x Contemplative > 2 x Sharp Vision (1)

REPLACE : 2x "Not without a fight!" > 2x Ice Pick (1)

REPLACE : 2x Drawing Thin > 2x Hunting Jacket (2)

REPLACE : 1x Talisman of Protection > 1x Bound for the Horizon

REPLACE : 1 x Artistic Inspiration > 1x Gift of Nodens (5)

UPGRADE : 1x Sledgehammer > 1x Sledgehammer (4)

UPGRADE : 2x Ice Pick (1) > 2x Ice Pick (3)

UPGRADE : 2x Scavenging > 2x Scavenging (2)

UPGRADE : 1x Last Chance > 1x Last Chance (3)

REPLACE : 2x Unexpected Courage > 2x Persistence (1)

REPLACE : 2x Take Heart > 2x Nothing Left to Lose (3)

CARDS BREAKDOWN

  • Forced Learning : This is the bread and butter of the deck, it accelerate massively Barnaby's proficiency, making it certain to discard a card on every upkeep. The deck contains a large amount of skills card, they act as buffer for Forced Learned, as you can discard them right away and put them under George's. This is also way, ultimately, I avoided all cards without skill icons (Winging it, Improvised Weapon, Impromptu Barrier, Scrounge for Supplies), while these cards usually work well with Forced Learning, with Barnaby's, they usually stop the flow of the deck : no icons means you can't commit them, so you must absolutely removed them using Grim. This goes against this deck core mechanics that wants to commits and discuss cards every turn.

  • Arcane Enlightenment & Laboratory Assistant : Amount all the playthrough and playtests I did with George, those cards ended up been absolute essentials. Increasing hand size have never felt so powerful. It allows the deck to run much more smoothly, and provides a buffer for when you get Cast Adrift.

  • Sledgehammer : This one is always a delight. It is not meant to be played, as it takes too much hand space. It needs to be discarded or commuted to a skill quickly ; Sledgehammer (4) provides +3 Attacks icons. Then, it becomes a ticking bomb, making Pushed to the Limit a powerful attack event providing +5 attack and +5 damage. This opportunity usually present itself once every game, sometimes twice. It is not Barnaby's reliable way to fight, but it still offers an amazing one shot kill for most monsters, or a massive hit for any bosses. Using Sledgehammer (4) this way is always extremely satisfying.

  • Pushed to the Limit : This card strength is to provides versatility. It help to keep the deck consistent. If clues are needed, it can become a Gravedigger's Shovel (2), if a monster need to be killed, a Sledgehammer (4).

  • Talisman of Protection : No secrets here, this is a filler card. It's there to hold the spot for Bound for the Horizon (2). But since part of this deck survivability is linked to Hunting Jacket (2), I opted for Talisman of Protection as a starting card as it offers a bit of survivability.

  • Hunting Jacket (2) : This cards has many functions. It a an excellent resource provider. It can soak damage and horror. It can hold cards you don't wanna discard, when you have to big if a hand. Or you can hide useful cards to be able to draw after you get Cast Adrift, mitigating it's effect. And with Scavenging, it can be reused almost at will.

  • Bound for the Horizon & Artistic Inspiration : These cards are a must in Barnaby's deck. While Bound to the Horizon (2) provides free moves, and Artistics Inspiration a +1 on any skill test, both also increases Barnaby's consistency by providing extra opportunities each turn to use his passive ability. Artistic Inspiration will eventually be replaced by Gift of Nodens (4). It is also possible to use Cornered (2) instead, for a similar, but overall weaker effect.

  • Occult Invocation: This card works really well with George. And it interact differently than Hand Hook and Nautical Charts as you need to discard cards as part of the cost instead of after resolving the test. This allows to discard a card when playing Occult Invocation, place one under George to trigger his passive. Then, the next step is to commit cards, therefore it is possible to reuse the discarded right right away.

  • Scavenging : This card, which for a long time I regarded as nice in theory, but rarely that useful in practice, finally finds a taker in George's deck. His high intelligence makes that card enough consistent. Scavenging (2) offers a way to play asset without spending actions. And with Forced Learning, discarding assets becomes almost a better way to play them, allowing to have many assets, without making the deck feels jammed.

  • Ice Pick (3) : Now with a reliable way to use Scavenging, Ice Pick has never been as fun. Perfect for the flex feel of this deck, and can be brought back almost ad infinitum. It equivalent to a Deduction or Vicious Blow, but that you only discard if the test is successful.

  • Breaking and Entering: This is the get out of jail card, providing a way to evade with Intelligence. This card can be used in three situations. One been optimal : there is a clue and a monster at a location. But it can also be used as a way to investigate high shroud with no enemies, or to evade a monster without getting a clue. While these two last effects are not optimal, they still offer versatility. Breaking and Entering can also be used in tandem with Scavenging.

  • Jury-Rig : This card is to be used mostly with Hand Hook and Nautical Charts to make them more consistent. At first, this card was intended as a filler for another higher level card, but it ended up staying the whole time in the deck because it was always very useful.

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