bricklebrite · 496
Update: Swapped out 1x Shortcut and 1x Fieldwork for 2x Ward of Protection. Ancient Evils is really nasty in 4-player games, so we'll need some extra help defending against it. Upgrading this card to the 2XP version should be a top priority, probably even before Higher Education.
This is a Daisy Walker deck designed for a 4-player Carcosa campaign on Standard difficulty:
Emily - Daisy Walker
Sam - William Yorick
Michelle - Roland Banks
Rob - Jenny Barnes
Overview
This deck is focused on aggressively discovering clues to advance the Act deck as quickly as possible. With one of the other investigators watching out for monsters, it should be possible for Daisy to discover 2 to 4 clues on each turn, only taking a breath to put assets into play.
Deck Composition
This deck contains a myriad of cards to increase Daisy's stat. Ideally you'll want at least two of the following cards on the table on the first couple of turns.
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2x Magnifying Glass It's cheap, fast, and dials up Daisy's investigation further. The only downside is that it takes up a hand slot, so it may be difficult to get into play depending on which Tomes you want to use.
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2x St. Hubert's Key Not only increases Daisy's investigation, but boosts her as well, and effectively gives +2 to her sanity. It is a bit expensive, so Holy Rosary is an acceptable substitute (but does not grant the bonus).
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2x Dr. Milan Christopher Probably the most important card to get to the table. Boosts , turbo-charges Daisy's economy, and can even tank a horror! Dr. Milan should pay for himself in less than a couple of turns.
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1x Fieldwork Handy Talent asset that will be beneficial in early scenarios. Will generally be used to move into a high shroud location and then immediately investigate at +2. -
2x Deduction Great Practiced skill card that will help empty locations of clues even faster.
Not only does Daisy have great tools to help her investigate, but she also has a great number of options to help her find these tools in her deck. In addition, many of these will also help her fellow investigators shore up their own bad draws.
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2x Old Book of Lore Daisy's free action on a Tome asset should probably be used on this card nearly every turn. Tremendously helpful in fleshing out key cards or mitigating a poor opening draw.
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1x Research Librarian Effectively functions as a 3rd copy of Old Book of Lore or the updated Archaic Glyphs. Once you've used his ability, assign damage or horror to him as quickly as possible to make room for Dr. Milan Christopher.
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2x No Stone Unturned This card is insanely flexible. If things are going well, then save its icon for a tough skill test. On the other hand, play it to help Daisy or another investigator find a card they need if a bad draw materializes.
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2x Eureka! Another great skill card that confers a handy bonus. Note that its the player performing the test that gets to search for a card.
The rest of the included cards help to round out the deck's utility:
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2x Archaic Glyphs This card may be a bit of a tempo hit in early scenarios, but will speed things up tremendously later on once upgraded to Archaic Glyphs. Once the glyphs have been "translated" this card should probably be pitched to a skill test until the upgraded version has been purchased.
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2x Shrivelling Sometimes your Guardian-type friends won't always be able to finish the job when dealing with a baddie. Shriveling can help clean up after them, but should probably only be used as a last resort, as Daisy should be spending most of her actions investigating.
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1x Daisy's Tote Bag Daisy's signature card is pretty useful in this particular deck, since there are a whopping seven hand assets (with possibly more after upgrading). A good card to search for.
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1x Painkillers Daisy has a lot going for her, but her 5 health is a real problem. This card is cheap, not action-intensive, and effectively increases her health by 60%.
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2x Delve Too Deep Obviously this card makes everyone's life completely miserable, but I just can't help but add it to every deck that can carry it. Daisy should hold onto this card as long as possible, and then play it immediately before the scenario ends.
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2x Logical Reasoning Another flexible card whose use will depend on the game state. In general, committing this card to a test will often be more useful with its 2 icons, but the ability is nothing to sneeze at either, as it can remove crippling cards like Frozen in Fear from a player's threat area.
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1x Shortcut Not a flashy card, but a decent one-off free move. -
2x Inquiring Mind The restriction is mostly a non-issue in a four-player game, since there should be clues everywhere. Save it for when you really need it.
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2x Unexpected Courage Not much to say about this card.
Mulligan Guide
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If you don't find Dr. Milan Christopher or Magnifying Glass in your opening draw, mulligan the entire hand. It is vital to get at least one of these cards out on turn one, but preferably you'll get both out.
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Assuming you draw one (or preferably both) of the above cards in your opening hand, then the following cards are all solid draws (in order of importance):
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Old Book of Lore and No Stone Unturned in particular are worth considering holding onto even if you don't draw your two key cards, as they will help you flesh Dr. Milan Christopher and/or Magnifying Glass out of the deck over the course of your first turn.
Upgrade Guide
Priority S
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+1x Higher Education ••• : Is this card completely broken? Absolutely. But the encounter deck has no qualms about being a sadistic bastard, so I wouldn't feel too guilty.
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1x Painkillers 1x Bulletproof Vest ••• : Effectively doubles Daisy's health without having to deal with the horror tradeoff. A great card to search for with Old Book of Lore or No Stone Unturned.
Priority A
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2x Archaic Glyphs (Untranslated) 2x Archaic Glyphs (Guiding Stones) ••• : As mentioned earlier, the untranslated glyphs are basically a dead draw, but when paired with Higher Education, the upgraded versions can help Daisy completely clear a location of clues in a single action.
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1x Fieldwork 1x Encyclopedia •• : Tome asset that takes up a hand slot and is more action-intesnsive than Fieldwork, but gives a longer-lasting bonus that is much more flexible, as you can use it on other investigators. -
2x Magnifying Glass 2x Magnifying Glass • : This upgrade is not only cheaper, but also allows you to bring the asset back into your hand essentially whenever you need to, freeing up a hand slot for something more useful. Don't be afraid to commit it to a skill test if your hands get full.
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2x Deduction 2x Deduction •• : Expert skill that not only boosts your chances of passing investigation tests, but has the potential to discover three clues in a single action.
Priority B
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2x Delve Too Deep 2x In the Know • : As the campaign gets closer and closer to the end, Delve Too Deep becomes less and less important, so you'll want to swap it out for something more useful. In the Know will be helpful in performing investigations from the other side of the board; extremely helpful on large maps.
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1x Shortcut 1x Shortcut •• : This upgrade transforms the card from a one-shot into a fast action that can be performed over and over again at a single location. -
2x Shrivelling 2x Shrivelling ••••• : As the enemies start to get nastier, Daisy may need to help out more with combat. Upgraded Shrivelling can lay waste to most minor enemies and help out tremendously with boss fights
Priority C
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2x No Stone Unturned 2x No Stone Unturned ••••• : A great update if Daisy has the XP to spare, but it's very expensive and should not be a priority.
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2x Logical Reasoning 2x Logical Reasoning •••• : This upgrade is among the most powerful healing cards in the game, but it's unlikely that Daisy will be able to accumulate enough XP to afford it.