Informant O'Toole -- Use Your Enemies to Get Clues

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Catch Me If You Can! -- Use Your Enemies to Get Clues 3 1 2 2.0
The Long Con 0 0 0 1.0
Dynamite Skids - All or Nothing with a BOOM! 0 0 0 1.0

jmmeye3 · 613

“A con artist’s only weapon is his brain.” ― Frank W. Abagnale, Catch Me If You Can

Some of the greatest informants have been former criminals, because they understand the mind of the crook and can run circles around them. This is exactly what this version of "Skids" O'Toole does. He doesn't have the patience to slog away his actions on fight or clue tests. He would rather exploit the weaknesses of his enemies to get test-less clues and automatic damage.

The cornerstones of this strategy are "Skids" O'Toole's built-in skill at evading due to his high agility and his special power to gain an action to get away faster, and the card Alice Luxley. Alice is perfect for this strategy because she helps "Skids" O'Toole get both clues and damage out faster and more easily. Guard Dog is a back-up in case you don't draw Alice. These allies allow you to either ignore enemies (with the help of Narrow Escape, On the Lam or Scene of the Crime as needed) or evade them and stab them in the back (with the test-less damage from Alice Luxley, augmented by Hatchet Man). The full suite of events that grab clues help him handle even the highest shroud locations and adapt to any situation, while using evasion frequently will make sure you have enemies to get bonus clues from.

Investigation: Alice Luxley is key for the passive intellect boost. This allows Skids to reliably investigate locations with up to 3 shroud, while all of the events that give test-less clues can handle the higher shroud locations. Hard mulligan for Alice Luxley.

Combat: Skids is a boss at evading, especially with Stealth in play. So when you don't need to kill an enemy, just evade it, get the clues and move on. As noted above, sometimes spending 2 resources to activate his power and use the action to finish up at a location and move away can be worth it to avoid having to evade the enemy again. But sometimes it's better to kill, and then Skids can take advantage of Alice together with Hatchet Man to get test-less damage. When you need more damage, he can use .35 Winchester and Enchanted Blade. The Winchester has a really nice cost to damage ratio, especially with higher combat enemies. It also benefits from Skids' flexibility and adaptability: you shoot once, and depending on whether you miss, hit or critical hit you can either evade, get a test-less damage with Alice, or shoot again. Enchanted Blade doesn't need much explanation but it's worth noting that it's often better to use it without the charge, especially if you only need 1 damage. There are 2 copies of Evidence! because this card can be used to do action-less damage with Alice Luxley when you are dealing with 2 enemies. Finally, Skids pulls out the Dynamite Blast when the evaded enemies swarm, and the previous damage from Alice and positioning with Warning Shot can ensure that the dynamite inflicts maximum death on his foes.

Economy: Skids is very resource-hungry, and this deck pushes the resources to the limit. So I've chosen the economy cards carefully to try to mitigate this and avoid spending actions to get clues. The strongest is an early game Lone Wolf, but this isn't as good when drawn later. "Watch this!" and Gregory Gry are used on easy tests, especially evasion aided by Stealth. But there will be some games when you don't get your economy together well, and then you can take a more minimalist approach by evading enemies and playing your cards and effects more judiciously.

Treachery management: This is a weak spot for Skid's, especially cards like Frozen in Fear that are hard for him to escape and can really tie him up. Save "You handle this one!" and Take the Initiative for these treacheries.

Changes for solo games: I don't recommend this, because Skids is pretty vulnerable to treacheries that test willpower and you will have to give up "You handle this one!". But if you must, it is probably better to change the You Handle This One to something that heal or prevent horror, since cards that help him overcome his low willpower are too unreliable or too expensive. Examples of decent horror-mitigating effects would be Dodge(especially good for enemies that attack for 2 horror), Inspiring Presence(nice interaction with Alice) and Hallowed Mirror.

Upgrade path (not in order but these are my early choices):

  1. Stealth --> Stealth
  2. Hatchet Man --> Garrote Wire
  3. "Watch this!" and Gregory Gry --> Easy Mark or Hot Streak or Hot Streak
  4. Enchanted Blade --> Switchblade
  5. .35 Winchester --> Chicago Typewriter or Lockpicks depending on whether you need more combat or more investigating.
  6. Take the Initiative --> Tennessee Sour Mash
4 comments

Aug 12, 2020 Zinjanthropus · 223

I think this is my favorite use of Stealth that I've seen. I've always felt like it had a lot of potential, but was hindered by the fact that it only disengages and only until the end of your turn. However if you're using it to set up damage, it gets a lot better. Similarly Alice is much easier to use with Stealth, Eavesdrop, and Followed. Looks like a fun deck.

Aug 12, 2020 jmmeye3 · 613

@Zinjanthropus: Thanks for your comment! Please feel free to post your experience with the deck if you try it out.

Aug 16, 2020 Zinjanthropus · 223

I did a campaign with a variant on this deck through the Dream Quest. It was two handed with Yorick, so Skids focused on clues. I found that I had a bit of difficulty with high shrouds in the first scenario, though I was able to cheat one of them with Eavesdrop (as a side note, Stubborn Detective is a great weakness to have if you're running Eavesdrop). In spite of that, I still pulled in 11xp, which is solid.

I think I would probably run Flashlight over Winchester if I were doing another campaign with a really good monster hunter like Yorick.

For Search for Kadath, I actually had probably my best run getting something like 12xp, I think. Lockpicks really helped with that, also Yorick being able to kill the big Victory enemies.

Dark Side of the Moon was pretty rough. That was partly just due to bad draws, but also that's a scenario where it helps to be able to get really high skill values, I think. Still made it out successfully, so can't really complain.

I felt like the deck could use more card draw, so I added in Pickpocketing (2) and Manual Dexterity (2) for Where the Gods Dwell. That scenario ended up being really close, but I managed to pull out the victory in the end with probably 2 rounds left or so.

As far as general impression, I actually found it pretty easy to get a lot of resources, so the weakness was less of a problem than I expected (though I did forget about Skids' ability, a few times, unfortunately, which might have changed things somewhat). I did feel like it could use more card-draw, as mentioned earlier. I also got a little close to the edge on health and sanity with only one ally, so I might include others as backup (as this version of the deck does).

I found that Eavesdrop ended up being a bit more generally applicable (for high shrouds and such) than Followed, though Followed was decent as well. I also did end up liking all of the Alice Luxley combos (Stealth, Eavesdrop, Followed, Scene of the Crime, Hatchet Man). Those were a lot of fun to play with.

For reference, my final deck is here. The Yorick deck is here. The name is because this was my first attempt to build or play Yorick. Turns out he is quite a lot of fun.

Aug 16, 2020 jmmeye3 · 613

@Zinjanthropus: Nice! Thanks for posting your experience. I can see how the deck might struggle to be the leading clue gatherer and I think Lockpicks is definitely a good early choice in this situation. Glad you enjoyed the combos, I did too. Cheers!