Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
Flabbergast · 1
Gang Up is a great card. The only thing that could make it better would be playing it over and over again.
With chapter 2 we get Hunter's Instinct, which allows us to recur an event every time we get engaged, which is helpfully the exact moment you want one of the many fighting events in this deck.
This deck is all about Gang-Up. You will play it many times at its fullest potential, wasting bosses in a single turn and cackling at the mythos' feeble attempts to stop you.
Win By Fighting!
This deck benefits hugely from engaging and fighting enemies. Refill your Wolf Mask, kill to get more spirit events from your draw pile with both copies of Boxing Gloves, discover clues testlessly with Lesson Learned and Scene of the Crime, and set up your board after killing with Bounty and William Yorick's ability.
Find your Cards!
Short Supply gives us quick access to many cards, all of which are events to recur with Hunter's Instinct or assets to recur with your ability.
Get Around!
Safeguard, Riot Whistle, and Predator or Prey? help you engage enemies without spending actions on it. Engaging is important, since it's how you activate Hunter's Instinct.
Maximize Ganging-Up!
Crafty and Prophetic fill all the classes necessary to make Gang Up a +5, 6 damage event. It's paid for by Prophetic, and Crafty pays for the insight events to get clues.
Survive!
Jessica Hyde protects you from damage, Plucky protects you from horror, and both can be recurred after killing an enemy. Test on treacheries at 5 with Bandolier and Plucky, and with Tennessee Sour Mash to boost should you need it.
Mulligan for the boxing gloves, and keep a fighting event or two to help you kill your first enemy. I've left some upgrade options in the side deck, you'll reach this state pretty early in a campaign so there are a lot of ways to take this deck depending on how your team's doing.
0xp Version
Find the Starter Deck here!