Card draw simulator
|None. Self-made deck here.|
Lord Triloth · 491
Wendy has always been one of the most powerful investigators in the game, especially in solo, due to her innate cancel ability and powerful defensive stats. Plus her sizeable 3 that allows both solid investigation and access to fail-by effects.
Im fully aware of the fact that Wendy, and her signatures, where designed in a time of the game where the card pool wasn't as big and Wendy herself didn't have as much card draw to reliably use it with such an abusive potential.
I'm also aware of the fact that most players play this game more casually, without the intent of breaking the game, and to have fun. For players and deck builders like me, that like to break the game once in a while, these decks can mean allot of fun though and mainly a feeling of success. And at the end of the day this game is still about winning, so the decks that grant you a win on a higher rate are, by this logic, more in the sense of the game than thematic and fun decks.
I still consider that you try this deck out and quite probably carry your whole team with encounter protection, enemies, clues and the foresight of every test taken.
Roles: Full flex with high clue acceleration and powerful enemy management through evasion and straight up killing.
Card/Resource Engine: High end resource and card draw engine that solves any problem.
Encounter Protection: Very high due to high defensive stats and recurring A Test of Will(0)
Complexity: Probably the highest this game can have. Requires allot of general game sense and understanding of the game to do the right decisions in the right time.
Mainly this deck consists of a few neat combos that grant Wendy insane amounts of acceleration, together with recursion of every single card in the deck, without drawing your weaknesses multiple times. Not forgetting that you know the result of every. single. test. your preforming beforehand due to the not-discarding Premonition.
Additionally you have allot of generally good cards like Granny Orne(3), Track Shoes, Lucky!, Live and Learn that can help you succeed at every single test you don't intent to fail, while being on a 6416-stat line.
First and foremost, to get the whole deck started, you need to get your Amulet out and thin your deck to only events, filtering your extremely brutal signature weakness out of your deck. If you're able to reach that point, you can recycle all the slightly overpowered events this deck has to great extent.
1. Combo: Fail-By-suit; the first cards that interact with each other are the fail-by suit, consisting of [Grisly Totem](/card/05195(3), Rabbit's Foot and Drawing Thin, in addition to Live and Learn to redo the test again and "Look what I found!" to find the clues you'd not get anyways. Keep also in mind that Take Heart returns to your hand, after that test ends. All this knowing the result beforehand and with the possibility to cancel the token twice with LAL. Then you also have the Track Shoes-test that can trigger all of this off, if your foresight shows you anything as bad or badder then a -3. All together this first combo grants you 4 cards and 2 resources or 3 cards and 4 resources a turn, likely without spending any of your actions, through Track Shoes and A Test of Will(0).
2.Combo: Markings of Easiness; Easy Mark itself is both a combo enabler and a combo in itself. Taking in account the fact that it is a great card in itself for only 1xp and that you can play multiple of in a single action, which isn't unlikely with the high amounts of card draw this deck has, it is a super solid card to keep the deck running card and resource wise. Another thing is that Wendy can use her Marks to cancel tokens and then play them from the discard pile, all three in an action, as long as they are the top events in the discard pile and her Amulet is in play. Finally ,and probably the most broken part about it, is if you get to a point that the Marks are the last two cards in your deck and you've got the last one available (with your amulet in play o.c.). At this point you can play that one and draw the next one form your deck, because Forced percedes s you put the one you just played on the bottom of your deck, then trigger the reaction and just loop them into the infinite. If this should work, and I'm not 100% sure about it rules wise (please correct me if I'm wrong in the comments section, if need be), you can bring your resources up to a 1000 and then never get into troubles with resources again. Then, if more team support is what you're looking for, one of your teammates can play Teamwork and make this status something for everyone.
3. Combo: What a True Survivor is.; All seven skills in this deck are Innate-traited and can thus be recurred using True Survivor. Your main targets here are Sharp Vision, which is another clue-acceleration card next to LWIF, just turning the fail-clause into a succeed-clause and the action engine Quick Thinking. Succeeding by 2 on those test shouldn't be that hard, because you know the tokens beforehand and your stats are quite good in general.
4. Combo: Knowing is not enough!; Another core set card that can have unforeseen potential in the right hands is Will to Survive(3) with both recurring Swift Reflexes and Quick Thinking. Making most of your turns 5-6 actions. You already know ever single token that comes out of the chaos bag, but if you want to make sure every single test hits on crucial turns, this is not to be slept on. High action + WtS(3) has always been a good combo (with Ace in the Hole in Rita Young for example), but Wendy brings this card to another level through her infinite recursion of it.
5. Combo: Blocking, Aloofing and Annihilation; Here it is. The part you've been all waiting for. You've surely all seen the good ol' Rifle looming on top of the deck list and wondered how a 1 investigator could possibly make use of it. But to start form the beginning, this deck uses evasion as it's main tech for dealing with enemies, and it's 6 is a good place to be on for that. In addition to that you have a self-recurring and Amulet-recurring Slip Away(2) to block some enemies for multiple rounds and a Hiding Spot to not even make them engage you. This, together with Track Shoes, may lead to you not ever having to directly face any enemies. But there may come times, and there certainly will, when Victory-Enemies appear, then comes the time when you Sleight of Hand the Old Hunting Rifle and play a Will to Survive(3) and just completely clean the board of enemies or playing a major part in chucking down a boss. With the boost of the rifle itself your on a 4, which is the fight value of most enemies, keeping in mind that your not revealing any tokens. And if the fight should be higher, you still have your standard suit of Live and Learn, Lucky! and Granny Orne(3).
Campaign Mode, Standalone and other options
This deck isn't as powerful on it's one early campaign and until it is set up, all though Charon's Obol can help with that, because it needs some time and xp to set up.
I suppose that you try this deck out with this Harvey Walters-deck. It has No Stone Unturned(5) to fish out your weakness early and Farsight'd Guidance to make Wendy's turns last even longer.
Like already mentioned, this deck is optimized for standalone and specifically The Depths of Yoth to outlive it's full potential. The Harvey-Wendy duo reached depth 18, with Wendy still alive and 31 doom on the last agenda, after Harvey died long ago. But if you want to play it in campaign mode, you'd probably need more of a fighter to assist her and things like Lockpicks, Waylay and Last Chance to replace the xp-cards. Then I'd also include Adaptable to prepare for some scenarios more intensively. And this deck also has allot of single copies, so you'd probably want to cut down a few cards to make the deck more reliable in a campaign.
To signify her upgrade path I've created a few standalone decks that I'll link:
- the 18 xp version is basically all you need to make the deck shine.
- the 29 xp version the original version of the deck, still adding a few sweet toys, like Versatile'd Premonition, but the ...
- 49 xp version just makes this deck pure insanity. Another Charisma and Jessica Hyde while basically prevent her from ever dying to anything and your just seeing all of your weaknesses once, so the xp amount in standalone is not that important.
Then over to the additional options:
- The taboo'ed Scroll of Secrets is a another good Versatile target for this deck, for instantly replaying an event you put on the bottom of your deck.
- For maximal jank potential, you can also add Swift Reload for an even bigger damage output with the rifle. This could also be an potential upgrade for Sleight of Hand and then just keep the rifle on the board.
- Because this deck always struggles a bit with hand size, Dream-Enhancing Serum can always be an option for more card draw and an even bigger hand.
- Moonstone in exchange for a single copy of Rabbit's Foot is also an idea to bring your stats even higher, but your missing out on a card per turn for that.
- If soak isn't much of a concern of yours, Leo De Luca is of course an option for even longer turns and even more value out of Will to Survive(3).
- Upgrading to Lucky!(3) and "Look what I found!"(2) are definitely options for more team support earlier on.
As always, thanks allot for reading until the end of another of my crazy decks. Like I said at the beginning, this surely isn't a deck for everyone, but if you have any thoughts or questions on this list, please let me now in the comment section.
That's all from me, cheers and have a great time.