Card draw simulator
Derived from |
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None. Self-made deck here. |
Inspiration for | ||||
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Jaquelabyrinths of lunacy | 0 | 0 | 0 | 1.0 |
Jacqueline - Mystic spell proxy | 0 | 0 | 0 | 1.0 |
Jacqueline Signing Out # CPA TCU (Deck Guide) | 3 | 2 | 0 | 1.0 |
J.C. Llaves escarlata. Normal. | 0 | 0 | 0 | 1.0 |
TSK Updated Jacquelin Chaos Mage [4P, Expert] | 2 | 1 | 0 | 1.0 |
Power Word Carolyn [4P, Expert] 2.0 | 6 | 3 | 2 | 2.0 |
Jacqueline - Archivos de Arkham 2023 | 0 | 0 | 0 | 1.0 |
Jacqueline - Archivos de Arkham 2023 | 1 | 0 | 0 | 2.0 |
Jacqueline - Chaos Magick (Deck Guide) | 0 | 0 | 0 | 1.0 |
Chaotic Carnevale | 1 | 1 | 0 | 1.0 |
Jacqueline - Chaos Magick (Deck Guide) (clone) | 0 | 0 | 0 | 1.0 |
chirubime · 27142
Chaos Magick
Illus. Romana Kendelic
Clue: 8.5 | Enemy Mgmt: 8 | Treachery: 9 | Tempo: 7 | Consistency: 7.5
Jacqueline is my favorite Mystic. She doesn't need out of faction splash cards. She does what other Mystics aspire to do with unparalleled consistency. This build doesn't pretend to reinvent the wheel because the core of Jacqueline's deckbuilding is generally agreed upon. However, I've done my best to refine aspects of her deckbuilding to maximize her potential. She fits any team comp, and will out-clue and out-fight your primary cluevers and fighters even as a mercurial generalist.
The strategy of this deck revolves around Sign Magick (Return to The Circle Undone) which gives Jacqueline the equivalency of 5 actions per round. Those 5 actions are further compounded by the action efficiency of powerful spells like Sixth Sense and Wither. Assuming you hit a symbol token each action, you can grab 10 clues or deal 10 damage per turn. With Eldritch Inspirations, replayed in the same turn via Prescient pulling them back for 14 clues or damage.
The reason why Wither is chosen over the likes of Azure Flame and Shrivelling is because:
- Charges - No charge gives sustainability to the core engine. If you are triggering 5 abilities on spells per round, you would have to get 5 charges on charged-based Spells to maximize this build each turn.
- Damage/Horror Tax - Because you test more, you're more likely to pull the trigger on Azure Flame and Clairvoyance hitting you for 1 damage or 1 horror. This is usually avoided via your investigator ability, but in builds like this where you are taking more tests with your Spells, it is better to guard against the trickle damage/horror.
- Most non-Elite enemies don't have more than 4 health. In worst-case scenarios where you have to attack the enemy 5 times, you'll manage to lay 5 damage on them. The best part is that, as SOON as you kill the enemy, Sign Magick lets you swap immediately into clue gathering with Sixth Sense. If an enemy is really out of your damage reach, then evading it with Sword Cane is probably already the better play.
- Snowball Effect - Damaging enemies becomes increasingly easier the more times you reduce their statline. This lets you carry over momentum and investment in the success/symbol token of your first successful fight.
Tip! - Jacqueline plays well to highly exploratory investigators and campaigns with scenarios where all of the locations enter face up with the clues already on them. Consider playing with Rita Young, Monterey Jack, Ursula Downs, Finn Edwards, Winifred Habbamock, Wendy Adams, Silas Marsh, Stella Clark, etc. Basically people who can take Nimble, Track Shoes, or Pathfinder.
Click Here for 0 EXP Deck
Sign Magick Nonsense
Board State: 2 Sign Magick | 2 Wither | 2 Sixth Sense
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: Investigate. Use Sixth Sense A. Sign Magick X let's you investigate with Sixth Sense B. Sign Magick Y let's you investigate with Sixth Sense A again. Total: 3-6 Clues.
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: Fight. Use Wither A. Sign Magick X let's you fight with Wither B. Sign Magick Y let's you fight with Wither A again. Total: 3-6 Damage.
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: Fight. Use Wither. Sign Magick X let's you investigate with Sixth Sense A. Sign Magick Y let's you investigate with Sixth Sense B again. Total: 1-2 Damage + 2-4 Clues.
Board State: 2 Sign Magick | 1 Wither | 1 Sixth Sense
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: Fight. Use Wither. Sign Magick X and Y both on the same Sixth Sense. Total: 1-2 Damage + 2-4 Clues.
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: Fight. Use Wither. Sign Magick X let's you investigate with Sixth Sense. Sign Magick Y lets you fight with Wither. Total: 1-2 Clues + 2-4 Damage.
Tip! - Lead with Wither in order to avoid Attacks of Opportunity. You can get a different combination based on chaining the Sign Magick or triggering them in tandem.
Symbol Chaos Tokens
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Jacqueline Fine: Filter for symbol tokens to proc your engines. Extra use from Arbiter of Fates.
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Olive McBride: Because you have to resolve 2 out of the 3 tokens, use this after Wither has already decreased the fight value of the enemy from a previous use. Make sure to have a 1-3 shroud location up to 2 locations away from where you are for Sixth Sense. Use Olive to help you deal with Dark Future.
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Dark Prophecy: This card runs the risk of forcing you to resolve a . You can either use in conjunction with Jacqueline's or Olive's ability to maximize the likelihood of finding a symbol, or stagger them. It's preferable to not stack these abilities because you get more value triggering symbol tokens across more tests than you do from increasing the likelihood of triggering a symbol token.
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Eldritch Inspiration: Lets you grab 3 clues with Sixth Sense or deal 3 damage with Wither. You can also save this card to reveal 2 additional tokens for Jacqueline's ability or 3 additional tokens for Olive's ability. This can be helpful in securing a symbol token (particularly the for Dark Future. Refer to above on Dark Prophecy on usage.)
Economy & Engines
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Uncage the Soul: Always useful for playing out spells. Because of Sign Magick loops requiring playing 2 Sixth Sense, Uncage helps with the added need of playing a 2nd Sixth Sense which most builds don't need. Also pays for Sign Magick but you lose the fast. If early economy is still something that you are struggling with, cut a copy of any of these - Crystal Pendulum, Sword Cane, Dark Prophecy and put in 2 Voice of Ra.
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Prescient: Your likelihood of calling the correct odd/even/symbol is quite good even without Premonition and Scrying Mirror for 100% guarantee. Really valuable for recovering Spectral Razor in burst fight situations. Astral Travel if you need to teleport often in a scenario. Eldritch Inspiration to extend plays. Ward of Protection and Deny Existence for defensive purposes. Because Arcane Research makes XP really easy to come by, you can run a single Deny Existence Lvl 5 and a single Ward of Protection Lvl 2 and see that card 3 times per deck cycle. You can even grab an Eldritch Inspiration you used in the same skill test (off Wither, Sixth Sense, or Jewel) with a Prescient committed to that same skill test.
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Arcane Initiate: You run 13 spells, even if you're looking for Sign Magick, Jewel of Aureolus, or Arbiter of Fates, thinning your deck helps you draw into the non-Spell cards too. Play early and try to kill her off with Ward of Protection or encounter effects, or play her the turn before the agenda advances. You can play Olive over her before the agenda advances as well. You only need Initiate for the earlier parts of the scenario. Be mindful of encounter sets and things that can advance the doom threshold outside the mythos phase i.e. Dark Memory, Overzealous, Shocking Discovery, Drawn to the Flame, Shrine of the Moirai.
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Jewel of Aureolus: Since you dig and resolve symbol tokens, this card goes off every round. You can use Eldritch Inspiration on this card to double the economy if needed.
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Crystal Pendulum: This is actually a very reliable draw engine. The simple way to play this is to call the most likely number. (Remember to factor in both +/- values for the number). Sixth Sense also lets you modulate the "success" number as well since you can use OTHER shroud values to calculate the number the test succeeds/fails by. In non-Sign Magick builds where you have hand slots, you can play up to 2 Ritual Candles to further modulate just how much you succeed/fail by for the draw.
Dark Future
- Dark Future: Extremely annoying weakness. It's really hard to deal with this card when and tokens are added in the mix. Save up your Jacqueline ability + Eldritch Inspiration, and Olive ability to reveal 5 + (2 x 2) + 3 = 12 tokens. Interestingly, it doesn't lock you out of Sixth Sense and Wither in the sense that you're NOT looking to cancel/ignore non-symbol tokens with these 2 cards. Just be careful about the chances of drawing multiple symbol tokens that stack negative modifiers on you really fast.
Upgrade Path
The more icons, the earlier you need it in a campaign. When upgrading, make sure you have cleared a card with more icons before going to a lower tier if possible.
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Sixth Sense: It's the bread and butter to your clue compression. Without the Sign Mack and Arbiter of Fates, this card already stacks Jacqueline to investigate 7.
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Wither: Your Sixth Sense counterpart. Prior to upgrading these, you should and could rely on running 1-2 copies of Azure Flame, recurring your Spectral Razor with Prescient, as well as your Sword Cane.
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Jewel of Aureolus: Core to your draw and economy. By the time you have this, you can take out Voice of Ra.
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Sign Magick: Yep. Now you can put this card in.
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Eldritch Inspiration: Helpful and versatile with the amount of symbol proc effects.
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Relic Hunter + Charisma: At this point, Relic Hunter really helps you keep 1 Crystal and 1 Jewel on the board. Charisma is slightly less priority since you typically transition from Arcane Initiate -> Initiate -> Olive. This allows you to keep a combination of these.
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Ward of Protection, Deny Existence, Fearless, Time Warp, Arcane Initiate, Guts. When, you have extras exp to spare, Ward is an easy use of your Arcane Research as always.
Alt Card Choices & Techs
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Voice of Ra: Its searchable version of Emergency Cache off Arcane and can be recurred via Prescient. It's also better when you have Dark Future out so, there's that.
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Scroll of Secrets + Scroll of Secrets: Cheap card draw engine. You can stack the top card of your deck in situations where you need to stall out your weakness. You can also discard your weaknesses.
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Scrying Mirror: Makes your Prescients guaranteed. You can think of this card's value like you would Lucky!. You get to see the token first, then you just commit icons till you pass. You also get to bypass the chance of drawing the token you put into the bag with Promise of Power since you reveal the token before you commit skill cards. It's really good for aiding greedy successful skill based decks. (Double or Nothing, "Watch this!", Practice Makes Perfect, Resourceful, etc).
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Premonition: Refer to Scrying Mirror. Also added benefit of usability in situations that require you to select certain tokens outside skill tests. Also, can be used globally and doesn't require to be on the same location like Scrying Mirror does.
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Ritual Candles: Helps modulate numbers for triggering Crystal Pendulum. Helps pass tests where you resolve multiple tokens like Olive since the effect stacks.
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Storm of Spirits + Storm of Spirits: You can reliably dodge the negative effect with Eldritch Inspiration and your ability to filter the token of choice. Valuable swarm + mass enemy nuke. You can run 1 Spectral and 1 Storm in situations you don't know which will be useful and use Prescient to recur whichever one you need more of.
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Hypnotic Gaze: Jackie is really good at getting the deflection ability to go off. Stack some Eldritch Inspirations on that effect and deflect extra damage.
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Robes of Endless Night: The lvl 0 is pretty bad. The lvl 2 can be played based on preference. I also don't really consider this card because of the competition with body slot star Backpack lvl 2 which was a great way to search out your Sword Cane, Scroll of Secrets, Ritual Candles, Crystal Pendulum, Scrying Mirror, Grotesque Statue, Holy Rosary, Robes of Endless Night, Jewel of Aureolus, etc.
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Any of the non-curse Spells: Clairvoyance, Rite of Seeking, Shrivelling, Azure Flame, Mists of R'lyeh, Ineffable Truth. You generally are good at avoiding tokens. You are slightly worse at cancelling symbol tokens since Dark Future locks you out of them which means Azure Flame and Clairvoyance have their advantages despite her 6 health. You can run David Renfield and Robes of Endless Night for the damage soak and seal 0s with Shards of the Void.
49 comments |
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Aug 20, 2021 |
Aug 21, 2021so thorough <3 |
Aug 21, 2021Thanks for the writeup, learning a lot. Can you explain how you would use Jacqueline's ability? Do you use it earlier or later? I'm having trouble figuring out when I should be using her ability since you can't use it on the 5 actions a round. PS. The way to elude attacks of opportunity is simply inspired!!! |
Aug 21, 2021You marked this deck as playable solo, but how are you gathering clues? It's also marked as Multiplayer with 36XP, so why not upgrade Ward of Protection so you can help your entire team? What actual role does this build fill? There's more but, I'll stop there so it doesn't sound like I'm picking on you. Thanks making the deck and sharing it. ~regards. |
Aug 21, 2021I see Sixth Sense - that's your investigate. I'll leave the rest of what I'm thinking about to the ether. Good luck! |
Aug 21, 2021
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Aug 21, 2021
For Solo: You can consider Drawn to the Flame, Read the Signs, Flashlight, and Unexpected Courage as well as playing more Sword Cane for cover your basis. You may even consider Word of Command to maximize your ability to find your Sixth Sense / and eventually Wither. Should you have any questions regarding the build, I'm happy to answer them if they aren't already answered in the guide above. |
Aug 21, 2021
tl;dr When Fighting:
When Investigating if you don't have any other thing that requires your attention:
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Aug 25, 2021This is a very good guide for Jacqueline Fine and it's on par with what I'm currently running in an Expert 4-player campaign. I've played most Mystics in this game on Hard/Expert and economy is always an issue at one point or another. You mentioned it in the economy section of your guide under Uncage the Soul, but I think Voice of Ra should be an auto-include in Jacqueline Fine decks. It's an Emergency Cache most of the times, but a potential Hot Streak at its best. It can potentially shoulder the economy for your entire scenario, making sure you never have to take resource actions. It's even better because you're running Olive McBride and Dark Prophecy. Personally, I would cut Spectral Razor in this current iteration of the deck-list, because Wither should be able to carry most of the load for fighting, but it always depends on the context of your campaign (who the investigators are, how many others are you playing with, etc). Uncage the Soul only hitting 3 targets in the decklist for max value (2x Sixth Sense and 1x Astral Travel) is an issue for me. I don't count Sign Magick because you lose the fast. I also don't count Prescient because recurring Uncage the Soul when you only have 3 value targets feels really bad. Other than that, this is a TEXTBOOK Jacqueline Fine deck that can probably be played in any campaign and any difficulty. |
Aug 25, 2021
As for the maximization of Uncage, I don't necessarily agree with that viewpoint. Firstly, I do mention that depending on the situation, you may end up running a combination of 1 Spectral and 1 Storm instead of 2 Spectrals. If you end up recurring Storm with Prescient, there are more "maxed" out targets for the card. Also, I don't think that you need to max out of Uncage value. If your core engine consists of 2 cost spells like Wither, the difference in value is more binary and more about whether I can play the card with my given resources or not. Plus, its no surprise Uncage sometimes gets pitched as +2 skill value. |
Aug 25, 2021But really overall, very very similar opinions on where a finalized Jacqueline build should end up, with very minor differences based on playstyle/preference. |
Aug 26, 2021
I like Alchemical Transmutation paired with Sign Magick since you won't always have enough attack/investigate targets. I think I'd give the Hierophant V a slight nod over Relic Hunter. Although - I get it, Relic Hunter is always on, whereas you have to find, play and pay for Hierophat V. Makes it a very personal choice even when you add that Hiero has an added benefit. I struggle with the value of Jewel of Aureolus - 3 cost to play and 2 successes to break even. In a group session it sounds nice but solo... I don't know. You need to see it early or it gets bleak fast. Again... this is all personal choice stuff. The build hinges on Sign Magick. Get Sign Magick going, don't blow your economy, and anyone should be fine |
Aug 30, 2021What should I do if I took this deck plan but I drew Dendromorphosis as my basic weakness? Stick to the plan or retool completely? |
Aug 30, 2021
The deck could just run Ikiaq over Olive. Or bring extra Scrolls or something. What did you end up doing? |
Aug 31, 2021Great write up! With multiple token pulls, have you considered a curse suite of spells instead of god awful wither? 1 damage, unless you are absolutely killing the enemy that turn. Yuck. You're not out damaging any dedicated fighter with that spell. If wither did "for each" symbol pulled, I'd agree the damage output pretty good. Since it doesn't, boss monsters are gonna be super tough. |
Aug 31, 2021I guess you'd need to revamp too much to fit in enough curse tokens to make armageddon worth it. Plus, you can trigger wither quite a few times, so yea, cool idea. Thanks for the great deck! |
Sep 08, 2021Sign Magic exhausts when used, so you only get 2 extra actions per turn. |
Sep 16, 2021Are you sure Eldritch Inspiration works with Jacqueline/Olive ability? Because these trigger when the token WOULD BE revealed and EI can be played when they are revealed |
Sep 16, 2021I believe the article is talking about EI level 1, which has additional timing options |
Sep 16, 2021I was talking about level 1 aswell. :) |
Oct 14, 2021Revisiting this. I played in a four player Carcosa campaign using Sign Magick as the cornerstone card. I took Agnes Baker paired with her Peter Sylvestre and Olive McBride. It's a slowish starter. Once you have Sign Magick level 2, then Peter Sylvestre up to level 2, and a Charisma in play it starts to roll. To my taste, Agnes was the better choice, but there is nothing wrong with using Jackie instead. Both work well. It is a fair bit of random to get either or both Sign Magick cards in play unless you have the luck of the devil getting both. but... if you do it's glorious. If you don't, it can be painful spending your early turns drawing cards. Arcane Initiate won't pull Sign Magick. Neither will Backpack, so pray to the god of RNG. I used Alchemical Transmutation paired with Sign Magick for income. No issues. Overall, I'd say - Sign Magick works very well as a cornerstone card. It's fun; not over powered. It leaves you weak for evade if you were fond of Sword Cane but, I hate evading. You will be better at clueing than at killing. There will be times where you are way too good at cluing - overkill in four player - where you finish too fast and miss some bonuses. Be mindful of that, allow others to shine and everything will work out fine. |
Oct 19, 2021Hi. This is a great deck and I'm going to have a go using it in a forthcoming campaign. The write up is also extremely helpful. thank you. I have just one stupid question really. In the write up you note that .... 'Eldritch Inspiration: Lets you grab 3 clues with Sixth Sense or deal 3 damage with Wither.' I see how sixth sense works as you resolve the whole effect over again when you draw a symbol and get the extra clues as a result. Wither isn't quite the same as you would not technically apply extra damage with a single wither action if you draw a symbol. However there is the ability to further reduce the enemies health for the remainder of the turn which I guess amounts to just about the same thing - although you can only drop the health to a minimum of 1, so they'd need another wither to finish them off. Is that how you see it working, or am i misunderstanding how it works in this context? |
Oct 19, 2021Addendum. Thinking about this - I now see that because health is the printed number on the enemy card, a 3 health enemy can be defeated with one upgraded wither attack as you would apply one damage, but the enemies overall health could also drop to 1 (as per the 'to a minimum of 1' restriction). Thus damage applied would equal remaining health. I didnt see this distinction before as it rarely is applied in this way. Another useful thing Ive learned. Thanks again! |
Oct 20, 2021Wither is a solid self defense spell. The -1 that Wither can possibly apply is after the attack damage is applied to a min of 1 so, you're not one-shotting a 2 health monster with it. It pairs well with Spectral Razor to cover that weakness. Chirubime has that right for sure. Sixth Sense is situationally amazing for clueing, and often just okay where okay wins the race. If you get both copies of Sixth Sense out and two copies of Sign Magick(3) in play, you're going to overpower the mission -- probably finishing it way too fast - especially in 4 player. Sign Magick(3) is so OP and so integral to this build, that I think it should be your first upgrade, then get one Charisma to be paired with Arcane Initiate(spell card draw) and Olive McBride(bag manipulation). After that... do whatever you want. It's going to be a fun ride. |
Oct 20, 2021"The -1 that Wither can possibly apply is after the attack damage is applied to a min of 1 so, you're not one-shotting a 2 health monster with it." Not sure I follow this - if you deal one damage, and the health is reduced from 2 to 1, you have a 1 health enemy with 1 damage on it, which kills it. Unless I'm missing something, the health (and fight/evade) reduction applies as soon as you reveal your chaos token, not after the attack damage is resolved. This means it's possible to (with existing damage on the enemy, and one health remaining) kill a retaliate enemy with a failed skill test, before the attack fails, without taking the retaliate attack. Highly unlikely to ever matter, but it's possible! |
Oct 20, 2021
Also Sign Magick(3) is absolutely incorrect as the first upgrade. Jacqueline's core compression comes from Sixth Sense(4) and Wither(4) in this build. Let's break down in 2 different ways:
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Oct 28, 2021Hi! Sorry, but I’m new to the game. How can this Deck have 38 Cards when the Deck Size is 30 + 3? |
Oct 28, 2021Hi tig735. This deck has 5 permanent assets which do not count towards your deck size. 2 x arcane research, 1 x charisma, 2 x relic hunter |
Oct 28, 2021Ah! Thanks! |
Nov 02, 2021Don't see a point in upgrading EI when all relevant cards included are the symbol tokens? |
Nov 03, 2021
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Nov 03, 2021
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Nov 03, 2021I keep rereading and trying to find where I'm wrong but I still cannot see a single card here that benefits from the upgraded EI (1) rather than keeping EI (0). EI cannot be used on Jacqueline, Dark Prophecy, or Olive. |
Nov 03, 2021Erdjo - I believe the idea is that the upgraded Elsrich Inspiration will allow you to trigger off the word ‘of’ rather than after the word ‘when’. This allows you to trigger the beneficial effects of the upgraded sixth sense and wither |
Nov 03, 2021That should read : ‘If’ , not ‘of’ |
Nov 03, 2021EI (0) only triggers 'when' and a specific symbol is revealed, EI (1) triggers 'When, if or after' for any token. Jewel of Aureolus is 'after', so only level 1. Jacqueline is 'when', but not restricted by specific token, so only level 1 works. Same for Dark Prophesy and Olive |
Nov 03, 2021
The other 3 cards do not work at all because they are "when you would". |
Dec 10, 2021I think you cannot trigger another Sixth Sense when you trigger Sixth Sense and then trigger Sign Magick. Stick to the Plan and Winifred Habbamock state "different card". In both cases, cards with same title, same copies, are not considered as different card. I think there are no reason only Sign Magick could do. |
Dec 10, 2021Sign Magick says "different Spell or Ritual asset". Sure, both Sixth Senses are the same "card" (by title) but they are different assets. To me the distinction lies in that "different" is redundant in SttP and Winifred if two copies of the same card are allowed. It is not redundant on Sign Magick: it means you cannot trigger the same copy you just triggered. |
Feb 17, 2022
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Feb 17, 2022Yes, and this deck uses only cards that interact with the symbol tokens. We've gone back to the initial reason I brought it up. |
Apr 16, 2022Hey, thanks for the great deck idea, I'm going to be running something based on this soon. Start voice of ra action (would reveal 3 tokens) > trigger olive mcbride (would reveal 3 keep 2, then reveal 2 more) up to here seems pretty straight forward> play eldritch inspiration (Not sure here, could be: reveal 3 keep 2, reveal 3 keep 2, reveal 2, totaling 6 kept tokens) in that situation the same initial token is the target and eldritch inspiration is just resolved twice on it. It might be ( reveal 3 keep 2, then reveal 2 more and out of those 4 keep 2 then reveal 2 more, which leaves only 4 revealed tokens and a waste of eldritch inspiration) I guess there is always (reveal 3 keep 2, reveal 3 keep 2, then reveal one last token to total 5). However due to the natures of "when" in arkham it seems like everything should be in some way targeting that first token revealed. Olive's wording of "instead of" really complicates duplicating her ability. |
Aug 18, 2022I never really understood Jacquelines ability, or more general: How to cancel tokens? Maybe someone can help. 1) According to arkhamdb.com revealing and resolving of tokens are two different steps. (...) -ST.3 Reveal chaos token. -ST.4 Resolve chaos symbol effect(s). (...) 2) According to FAQ canceling tokens is specified as: """When a token is 'cancelled' or 'ignored' in its entirety (such as through Wendy Adams's ability, playing Counterspell or revealing two tokens with Grotesque Statue's ability), treat the token as if it had never been revealed at all. All of the token's effects are cancelled or ignored, and any effects that would trigger off that type of chaos token (like Baseball Bat with and ) do not trigger. However, when a token is only partially ignored or cancelled, as with Defiance, the token is still considered to have been revealed, and effects that trigger off it being revealed do trigger.""" 3) So i assume Jacquelines ability triggers after/at the end of ST.3 and before ST.4. But definitely after revealing the tokens. But that implies that the "on reveal" effects are triggered in ST.3 (and then might be reverted by Jacquelines ability, as "treat the token as if it had never been revealed at all."). So if i am right Jacquelines ability gets more powerful, as you can do stuff like that: Assume Jacqueline has an excess skill value of 2 (so she would succeed with a "-2"). Assume she reveals: "Curse token", "Curse Token", "0". Because of the two Curse tokens she draws two more tokens: "0", "-4". No she can cancel the "0" and the second Curse token (this also cancels the "-4", since the Curse token is "treat(ed) as if it had never been revealed"). This might be the better option than canceling both curse tokens, as the test is still successful and one curse token gets removed from the bag. That feels a bit complex. It would feel much more natural to just draw 3 token, put some back in the bag, and then handle the remaining token(s). So which interpretation is correct? |
Aug 22, 2022
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Sep 07, 2022Yeah the new FAQ hurt the decklist a bit since you can't chain Sixth Sense off Sixth Sense nor Wither off Wither. That being said, the Ritual Candles buffs would probably put Jacqueline where she is pre-Sign Magick(3). (Which was already really good.) We'll have to see the rest of the Scarlet Keys to see how her deck develops. |
Apr 11, 2023I played this deck in my recent campaign. Very dependable and solid but I found it a bit lackluster and basic. I get that Jackqueline is a rather simple investigator but I felt there was more power and value to be acquired. Since the only key upgrades for this build are relic hunter + jewel of aureolous and Wither, I felt that with arcane research it was a great opportunity to try power word and I have to say, it was awesome. Instead of upgrading sixth sense I simply used power word for the extra clues and a bunch of other things like healing and overall monster control. And with upgraded Sign Magick... lets just say the abuse, value and efficiency were off the charts. However the core strategy of the deck which is Jackie's dependable outcome and extra value from symbols was still key for the decks functionality. Ritual candles was especially useful. It's easy to underestimate how much a free +1 can contribute, even to a psychic. |
Oct 24, 2023Given the FAQ that clarifies Sign Magick (ie, can’t chain two of the same-named spell), what do you suggest as alternatives? I am testing out the addition of Shards of the Void in a true solo deck. Due to the way that card seals tokens I think I might lean towards Song of the Dead for multiplayer. |
Feb 23, 2024Just wanted to drop by and say this deck looks awesome! Of all classes, I'm mostly unfamiliar with Mystics. But I want to try it out in the new Hemlock Vale campaign and your deck looks so clean that I'm confident in trying it. Also: the new investigator expansion for Hemlock Vale gave us Olive McBride(2) and Spectral Razor(2) so this deck has been given even more potential now! |
Oct 27, 2024I just finished 2-player Dream Eaters campaign where I played modified version of this deck (I added Power Word which was great). It was very powerful but it needs a long warmup to find, draw and play all the assets. It often happened that the doom clock went too fast and I didn't manage to play even half of them. I.e. I pulled out the Sign Magick combo only once, which is pretty disappointing... Maybe I was just unlucky or it was rarely a case where it was worth it to really push for it. Eldritch Inspiration and Dark Prophecy were a great combo with the spells and Jacqueline's ability. As usual in my games with Arcane Initiate, Charisma proved to be useless (as you also pointed out). I would definitely prioritise Relic Hunter higher. In the end we've won the campaign and the last scenario was a breeze. Thanks for the deck! |
Wow, I didn't realize I was playing Mystics and Jackie wrong all this time. Glad to read up on how people choose to pilot their investigators. +1