Wendy Adams: The new Seeker

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
Make Failing Fun 17 16 8 2.0
Inspiration for
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matt88 · 2993

This is a deck whose primary role is to investigate and secondary role is to deal with enemies by evading them when necessary. Her high is usually sufficient for that, but there's also Trench Coat to help.

So, for our primary role, the goal is to get Lantern and The Skeleton Key out as soon as possible so that we can investigate any location at shroud value of 0. Since you will be investigating at shroud 0, you only fail on a , so once you get your Key out, assuming you also have Lantern, you will be very reliable at your investigations, even on expert! So the primary goal after we get our basics on the table is to get the Key in our hands as soon as possible. How do we do that??

The Rabbit's Foot + Double or Nothing + Try and Try Again combo:

This is the most reliable way to get the The Skeleton Key in our hands, as well as other important cards.

How the combo works: You make a vanilla investigate on a 3-or-higher-shroud location and throw Double or Nothing, fail the test hard and use Rabbit's Foot to dig into a lot of cards from your deck. Then, after the (failed) test ends, you use Try and Try Again to take Double or Nothing back into your hand, so that you can perform this combo again on your next turn. Note that Try and Try Again is not absolutely necessary for the combo, but you will want it most of the time, so that you can perform the combo multiple times, as well as retrieve Double or Nothing for future use. Also note that the value of this combo increases if you play on higher difficulties.

So, other than that, Rabbit's Foot, Pickpocketing and Take Heart can also help towards drawing the Key or other parts of the combo. With Try and Try Again, you can also use Take Heart multiple times if you need to.

Early in the game, before you have The Skeleton Key, you can still investigate with fairly good odds of success. With Lantern, you 're basically at 4. Then, Newspaper can help speed things up, "Look what I found!" will help with high-shroud locations and Winging It can net you a fair amount of clues.

Once you have the Lantern and the Key, investigations will become bread and butter. Newspaper will still be useful (for the extra clue), Winging It becomes food for your special ability so that you can use it directly from your discard pile for the extra clue (playing it from your hand will be of no use there), and "Look what I found!" can either be fed to your special ability too, or be used for the icons (not too helpful), or on a during investigations. Note that since you will be investiagating at shroud 0, Double or Nothing can also net you easily an extra clue since you don't increase the difficulty of the test and it becomes even better with a Winging It played from your disacrd pile, in which case it will net you 4 clues!

Leo De Luca is very important in this deck because you need a lot of actions in order to work with The Skeleton Key. He will definitely be one of the targets of the combo, if you don't already have him.

Trench Coat is there to boost your evasion attempts, which you will very likely be doing a lot, since you don't have any other means of dealing with enemies. It also makes triggering Pickpocketing more reliable.

Mulligan priorities: 1) The Skeleton Key, 2) Leo De Luca, 3) Lantern, 4) Rabbit's Foot, 5) Newspaper.

Combo target priorities: 1) The Skeleton Key, 2) Leo De Luca, 3) any card that helps you investigate (prioritising Lantern and Newspaper), 4) any other card that helps you draw.

Other Upgrades:

  • Emergency Cache (2), Lucky! (2): We need all the draw we can get!

  • Pickpocketing (2): This is nice to have, not absolutely necessary, but it's useful (especially after you've drawn your key cards). The extra icon can also help.

  • Try and Try Again (3): This is helpful. Not of your main upgarde priorities, but it's useful. It allows you to play the combo infinitely and take back your Take Heart, without needing to worry about losing a precious "try".
  • Will to Survive: This card is totally not necessary, because we have no means to fight, but it's worth adding in this list, because it's just so good. 4 actions and 4 resources for 4 guarranteed clues from almost any location if you 're missing your Skeleton Key is not a bad deal. The bad deal is that it will not be of good use if you already have the key. I guess, you can always feed it to your special ability, no?

  • Scrapper: This is also not necessary, but you can take it if you like it. It can help boost your evasions, as well as trigger Pickpocketing more reliably. Starts looking better if you choose to upgrade Pickpocketing.

Alternatives:

  • Backpack: This card got a lot of thought. I should proabably be having this instead of Trench Coat, because it's a good way to get your things out more quickly, especially The Skeleton Key. The bad deal though is that if you draw it mid-late game, you will proably have most of your things out already and the items it can find will not be of any use (if it even finds any items at all). You would rather have those items in your hand to commit them to tests or feed them to your special ability. Still, it could be useful for The Skeleton Key alone. I mean, even if it finds you just The Skeleton Key and nothing else it's still totally worth it!! But I prefer the Trench Coat, because it fills the secondary role of the deck better, it works nicely with Pickpocketing (which also draws) and hey, I just like the card! You can definitely, though, add Backpack instead of Trench Coat, if you find it more appropriate. I don't recommend cutting anything else other than Trench Coat for Backpack, because both of these cards take up the body slot, plus every other card has its usage.

  • Lockpicks instead of Newspaper: This card also got some thought. Lockpicks will actually help a lot with investigations while you 're missing your Key. The problem with it though is that once you get your Key it's going to be totally useless and that's the reason Newspaper was preferred over it. You can definitely try Lockpicks though if you find it more solid.

  • Charisma and Cat Burglar instead of Trench Coat: Cat Burglar can also boost evasion as Trench Coat does, but he also provides a very useful effect and gives you a bit of extra horror soak. You generally want to be avoiding enemies, so it's a good deal. It does mean you get less value from your Pickpocketing though, but if you choose him instead of Trench Coat, he can save you some actions and get you out of difficult situations. He is definitely worth considering.

  • Perception instead of Unexpected Courage: This card got some thought as well. It will help with your investigations when you 're missing your Key while also providing some card draw, which is what this deck wants. The bad deal with it, is it will be almost useless if you have the Key, unless you want the card draw. Ultimately, I prefer Unexpected Courage, as a more staple and flexible card, but you can use Perception instead of it if you fancy it. It's totally viable.
17 comments

Dec 12, 2018 Difrakt · 1268

Interesting combo between DoN and Rabbit's foot(3). That gimmick absolutely had not occurred to me.

Unfortunately the Lantern/Skeleton key combo doesn't work. The Skeleton key effect is a constant which means it overrides any attempts to further change the number. The shroud is then always 1, and even if you use lantern to subtract one the key's constant effect just moves it back to 1 before the investigation occurs. It's a sad little rule consideration, but a Wendy with lockpicks can still make a laughing mess of a 1 shroud location regardless.

Dec 12, 2018 matt88 · 2993

I just checked the FAQ on the Skeleton Key and it seems that you are right. Well what can I say?? It's a shame I didn't see that earlier!! Feel kinda bad after having posted a deck that works on a combo that doesn't exist and having invested myself in such a writeup. Anyway, thanks for the info bro. I was just really excited about the potency of this deck!! :)

Dec 12, 2018 michaelkoch · 1

Hi Matt, always exciting to read a Wendy deck, however. Rabbit's Foot "after you fail a skil test, ..." Double or Nothing "if this skill test is successful, ..." I do not believe this combo actually works

Dec 12, 2018 Difrakt · 1268

@michaelkoch the goal isn’t to trigger the draw twice, it’s to double the difficulty of the test so you can tutor twice as far. It’s an ingenious little twist just don’t accidentally pull elder sign on a test you really want to fail

Dec 12, 2018 michaelkoch · 1

Ah I see, quite clever. Cheers Difrakt.

Dec 13, 2018 mogwen · 252

Hey, Matt88, thank you for showing us this fantastic combo with DoN, Rabbit's Foot and Try and Try Again, and even if your second combo doesn't work I'm sure we will find a way to make good use of this excellent tutor engine!

Dec 13, 2018 matt88 · 2993

Thanks @mogwen!! I guess it's pretty good to find important cards that you can't or don't have more than once in your deck like The Skeleton Key!! So even though this deck doesn't work, there could be a Skeleton Key-Wendy deck hidden somewhere that we found yet!! :)

Dec 13, 2018 mogwen · 252

yes, and your tutor combo can help find important assets like Wendy's amulet or Lockpicks or your great Skeleton Key!

Dec 13, 2018 legrac · 115

I've had a lot of fun playing with Wendy since Winging It came out - and DoN + Winging is amazing.

Since you're leaning into failing tests with Try and Try Again and LWIF - have you considered running Live And Learn? Turning an intentional failure into 2 clues from Look What I Found, and then Live and Learn to still succeed and get even more clues from the one action feels extremely good.

Dec 13, 2018 PureFlight · 750

Given the nonbo between The Skeleton Key and Lantern, what do you think would be a good replacement?

I'm not huge on Skelekey except at like 4 player, so I'd probably drop it for 2x Lockpicks and then maybe Relic Hunter, dropping the Pay Day. Or keeping the Pay Days and downgrading the Leos.

Dec 14, 2018 dubcity566 · 108

I like the deck. FYI, from Matt Newman: "Try and Try Again triggers just after step 6 of the skill test, “Determine success/failure of skill test.” Take Heart triggers during step 7 of the skill test, “Apply skill test results.” So Try and Try Again will have already returned Take Heart to your hand before Take Heart gets the chance to trigger."

Dec 14, 2018 matt88 · 2993

@legracDuring the DoN + Rabbit's Foot combo I'm expecting to fail hard so "Look What I Found" wouldn't work there. And I would only play Take Heart during an investigation on a 4-shroud location or during a fight action with an engaged enemy before evading to guarrantee failure (I really want to rip Take Heart rewards there) so I don't think this combo has a lot of potential in these cases. It's still quite interesting though, but when when I'm building decks I usually don't have the luxury to fit cards like Live and Learn, unless they are part of my strategy.

@PureFlightI would just play a different deck, so I don't think it's worth talking about replacements. Still, if you want to try it with some modifications, playing Lockpicks and Flashlights/Lanterns seems like a good plan. Relic Hunter is interesting, as when having both Rabbit's Foot and Wendy's Amulet in play you can shuffle the events you bottomdeck with the Amulet. I'm not sure it's worth it though, because you don't have any high-XP important events to recur. And yeah, downgrading Leos and cutting Pay Day is a good way to make room for other XP cards, as these were just 3 leftover XP. The main purpose of Leo, by the way, was to work with the Skeleton Key, so you could even play it with a different ally. Cat Burglar seems like a good option.

@dubcity566 Aahh, so Take Heart won't work with Rabbit's Foot, huh?? That's sad. I was really excited about using this combo! Too bad. It's good to know, thanks for the info!! :)

Dec 14, 2018 matt88 · 2993

@dubcity566Lol I meant with Try and Try Again, sigh!! :)

Dec 15, 2018 Holy Outlaw · 221

@dubcity566How is it possible that "After a skill test is failed" is before "If this skill test fails"? Isn't the order "When," "If," "After"? This seems like a violation of long-established rules to me. You're saying that the timing window when the "skill test is failed" is before "the skill test fails." The verb "is" changes the whole window by a step?

Dec 15, 2018 mogwen · 252

@sfazioI know, I felt the same when I've been explained that my Minh/Try and try again/Take Heart deck didn't work and I still don't understand, but it seems legit. Look at the take heart card review for more informations!

Dec 16, 2018 Holy Outlaw · 221

@mogwen, Thank you for this clarification. I read the FAQ and I see it now, but boy is this one unintuitive. It apparently has to do with the fact that Try and Try Again has a reaction symbol, while Take Heart does not. Well, now I know! It's a cool deck, by the way. Sorry to hijack the discussion with ruling minutae!

Dec 16, 2018 matt88 · 2993

@Holy OutlawYeah, it would 've been a cool idea if the Skeleton Key + Lantern combo actually worked...