Card draw simulator
|None. Self-made deck here.|
becxabillion · 314
What if there was a mystic who never used heads? What if we could build a cultist sniper? What if we could get free card draw and resources for playing already good cards? What if we could run with a totally irrelevant (or sometimes helpful) unique weakness?
I present for you consideration sniper Diana, who does all of the above, plus uses a bunch of cards you've probably never put in a deck (for good reason).
This is a multiplayer enemy management build whose purpose is to laugh in the face of the encounter deck. Starting with shooting stuff:
Diana's three guns all give +2 fists, setting her to reasonable 5 combat. We can boost this further with Grete Wagner to six, which is a pretty good place for a primary fighter to be. We can do better though: Olive McBride (sometimes) and "Eat lead!"(always) can boost our chances significantly higher when it matters. With XP, we can further boost our fighting with Ace of Swords, Grotesque Statue, Counterspell, and Reliable.
We're helped out further in this area by Marksmanship, which in addition to bonus damage lets us shoot enemies that spawn away from us.
I may be losing you at this point as some of these are generally pretty bad, so I feel the need to point out: "Eat lead!", Marksmanship, .45 Automatic, Counterspell, Grotesque Statue, and Olive McBride can all trigger Diana's ability, gaining a free draw, resource, and heads increase.
Moving on to cancellation, this is Diana, so we have Deny Existence, Ward of Protection, and dark insight (remember it starts in your hand), which can neuter the encounter deck. We're not desperate for heads buffs like normal Diana either, so there's no pressure to throw them out early on something random.
Diana's signatures are amazing too. Twilight Blade is so good I've run Prepared for the Worst in a deck with no other weapons before and not regretted it. As we do have weapons in this deck Prepared for the Worst is just downright great. You get double use out of all your cancels, marksmanship, and eat lead, which is hard to overstate the usefulness of. Most of the guns are two handed though, so we do have to run bandolier to get twilight blade out with them. Terrible Secret really does very little to us - we don't need heads, so unless we're desperate to keep something for twilight blade or elder sign, discarding cards under Diana only gives us more space to use her ability.
Rounding out the deck is economy Stand Together, Safeguard, and with XP, I've had worse. Defiance is honestly mediocre but is another chance to proc your ability, and is an easy early cut once you have marksmanships as additional cancels. Read the Signs similarly is an early campaign cancel (generally fairly easy to trigger), and good even if it doesn't fit with the rest of the deck (and yes I know it's a heads test). Daring is arguably the stupidest/best inclusion. Give enemies retaliate so that you can definitely ignore it with your last .45 ammo or marksmanship.