Card draw simulator
|None. Self-made deck here.|
ElseWhere · 1040
Thud. Thud. Thud. CRACK.
The barred door burst open under a wave of supernatural force, and Lodge Knights boiled through the opening like ants coming out of a kicked hill. Mandy swore and glanced around for an exit. There wasn't one.
She was about to call on her friends on the other side, desperately, praying there was some hidden passage out, when Diana stepped between her and the arriving Lodge members.
"Well. It would appear we have discovered a traitor within our ranks." The lead knight intoned, hand tracing the delicate handle of the sword hung at his side. Other knights around the room bore similar weapons, but Mandy knew all too well that the threat the blades posed paled in comparison to that of the sorceries these operatives had mastered.
"On the contrary," Diana shot back, her voice betraying not an ounce of fear or concern, "All I see before me are traitors. The Lodge was meant to protect humanity, Samuel. Not hunger for the secrets of the universe. Not try to seize the Blind Idiot's power."
The hefty knight scowled at her. "You know nothing of the secrets of the universe."
"That's true." Diana replied, surprising Mandy. "But neither do you. Has Mr. Sanford clued any of you in about what exactly we're trying to do here? Hmmm?"
There was silence.
"That's what I thought. Well, I for one will not follow him blindly."
"Then you will die!" Samuel shouted, and thrust out his hand, azure fire flickering across the knuckles to gather in his palm, ready to lance out in a blaze of withering glory–
But Diana snapped her fingers and the fire extinguished in a puff of pale blue smoke. Another knight made a swift series of hand motions and Diana's arms were pinned to her size by some invisible force, but she shouted a word of power and the pressure vanished.
"Fine." Samuel muttered. "We do this the old-fashioned way." The knights drew their swords, in terrible unison, a chorus of vibrating steel echoing through the chamber. Mandy pressed herself against the wall, focused on the door behind the squad, and prepared for the most dangerous sprint of her life...
...when a gunshot rang out. Samuel looked faintly surprised as the sword fell from his lifeless hand, and he slowly toppled onto it, a single bullet hole in the center of his skull.
"Sorry," Diana said, "I'm just not that old-fashioned of a girl." And with that, a second pistol appeared from within her sleeve and she began firing akimbo, dodging sweeping blades and finding flesh with every bullet she fired.
Hey everybody! Allow me to introduce Diana, a gunslinging sorceress supreme with a penchant for magic and violence! Hmmm, judging by this deck and my Dexter deck, I may have a type for Mystics...
Anyway! This deck came about because I've always loved the gunslinger Guardian events, specifically Marksmanship and "Eat lead!". There's only one problem: they're...kind of bad. Marksmanship is pretty solid, but tough to fit into a deck, and Eat Lead wastes your precious ammo–and thus your precious damage–for a fairly paltry benefit.
But, wonder of wonders, both cards contain the word "ignore" in their text. Enter Diana! It turns out most cards become a lot better when they gain "draw 1 card and gain 1 resource", and the Guardian gun events are no exception.
This deck is a primary fighter with support elements, intended chiefly to cover for your allies by dealing with enemies and weakening the encounter deck. Your main damage comes from your .45 Automatics, which you can tuck under Diana if you use their last shot on an enemy with Retaliate–or one that you're attacking with Daring. The same goes for Marksmanship. But unlike Marksmanship, the Automatics cannot be replayed using Diana's Twilight Blade–instead, you have to find an Elder Sign with Eat Lead or Olive McBride, or discard them with Terrible Secret before you cycle your deck.
To support her pistols, Diana uses Well Prepared and her skill suite to pass tests, while maintaining a solid economy engine with Jewel of Aureolus and her ability. Almost every event she's packing allows her to cancel or ignore, meaning that you can play them all multiple times and draw at least 1 card off each. Delay the Inevitable can even be replayed from beneath Diana as many times as you want, if your resource engine is running efficiently, to block big attacks or dangerous mythos damage.
If you're worried about the rather high XP threshold of the deck, don't be. The only cards you really need are the upgraded Automatics and Colt, Ever Vigilant, and Marksmanship, making for a core of 10xp. Everything else is a luxury purchase to make the deck hum even better. With Arcane Research you can save up to 14xp (as this version of the deck has seven spell upgrades, the max for AR in a normal campaign) and if you include Edge of the Earth's upcoming Mystic permanent Down the Rabbit Hole, you can net a minimum of 2xp (including making your Blood Pact upgrades free) or a maximum (with the help of standalones and In the Thick of It) of 11xp.
All that's left is to charge, guns blazing, into combat! Show those Mythos monsters that there's steel in your heart, and if they stand in your way, there's gonna be steel entering their hearts as well!