Skill test?! PFFT, what skill test? v2.0 (see link)

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
Jim Culver's Smooth Jazzy Night with Friends (2 player) 0 0 0 2.0
Inspiration for
The Dronfield Horror - musical mastery 1 1 0 1.0
The Dronfield Horror - musical mastery 0 0 0 1.0
Skill test?! PFFT, what skill test? v2.0 403 341 4 2.0
Schrott 0 0 0 1.0
Shifting probabilities [Night of Zealot + Dunwich Legacy fin 0 0 0 1.0

Wrathburn · 3065

UPDATED: April 20, 2017

VERSION 2.0: https://arkhamdb.com/decklist/view/1139/skill-test-pfft-what-skill-test-2.0

The deck list on the left is from my 1.0 version of this deck. Please click the link above to be taken to the latest published version, with the most up to date cards.


This 2.0 version includes different cards in a Level 0 deck when starting out a campaign and has new card recommendations as your gain XP. I wanted to clean up the description section of this deck as well. I hope everyone enjoys running this deck.


This deck is meant for a 2 player game and is all about CONSISTENCY and passing on 75%+ of your skill tests while providing SUPPORT for the other player. After having played with it, it works very, very well and has a low cost curve.


DECK GOALS & CARDS

1.) Very consistent skill checks

  • Jim Culver - His ability to treat symbols as "0" is amazing by itself (and underrated in my opinion), but combined with some of the other cards in this deck, it makes Jim an absolute powerhouse when it comes to skill checks of all sorts

  • Holy Rosary - Just a solid card that can take some horror in a pinch and makes Shrivelling and Rite of Seeking much better. Also helps with a plethora of Treachery encounter cards, as a lot of them test . Mulligan hard to get this in your opening hand.

  • Lucky! - Helps you push through those really tight skill tests when you just couldn't quite get there on your own. Having this card helps to round out the consistency of the deck. Great, all-around card

  • Guts, Perception, Unexpected Courage - 6 total double pip Skill cards help you pass those tougher skill checks. Didn't grab Overpower, since Shrivelling will be doing most of the combat (the odd time I take part in it). I originally had Manual Dexterity instead of Unexpected Courage, in order to maximize card draw from skill tests, but I found that just a little too often Manual Dexterity would end up sitting in my hand. Unexpected Courage, while not offering the same card cycling, offers enough flexibility to rise above that shortcoming.

  • Defiance - Adds further consistency into the deck on two fronts. First, having more wild pip skill cards is great, allowing you to remain flexible and remain confident attempting skill checks of all kinds. And secondly, with the ability on this card, you can ignore both the modifier number and effect on the , , , and . So, if you're ever in a tough situation, where a specific one of those symbols can wreck you, whether it's based on having a high negative modifier or powerful effect, choose and ignore that symbol. Love this card.

2.) Rapid clue collection

  • Rite of Seeking - As mentioned above, combined with Holy Rosary, it makes investigating most locations a breeze and it gives you a second clue if you pass, making your turns much more efficient and allowing the other investigator/player you're playing with to focus on other tasks, such as killing monsters and discovering highly valuable locations (NOTE: look at the PILOTING section below to see how to best play this in order to minimize the downside of drawing a , , , , )

  • "Look what I found!" - Similar to Rite of Seeking above, but executed differently, if you fail a search due to: a) not having Rite of Seeking in play, b) not having a Flashlight in play, or c) having to resort to a natural Intellect test without synergy from other cards, "Look what I found!" will help push you over the top and pass the test, and provide you with a second clue. Awesome card

  • Drawn to the Flame - Again, just like Rite of Seeking above, this will get you 2 clues (do you see what I'm trying to go for here :P), except this card allows you to get it 100% of the time. Costs you no resources, with the cost being in the Encounter card you draw. But, if you set yourself up well in the early game, you should have no trouble managing whatever the Encounter deck throws at you

  • Flashlight - Great to play this early if you don't draw the other cards above, making Investigation easier and keeping up your tempo during the game, until you find the other cards that help you grab clues

3.) Ability to occasionally dish out damage

  • Shrivelling - While better suited for Agnes Baker, due to her ping ability whenever she takes a horror, Shrivelling is still an incredibly powerful combat spell that can be used to destroy middling enemies and to help the other investigator you are playing with. Combining this spell with the cards in the first section, you won't be missing often. Upgrade to the 3XP version (Shrivelling) as soon as you have some spare XP, the added +2 is incredible for combat consistency. But since I recommend piloting this deck as a support/clue gatherer/secondary damage dealer, this is not a priority right away.

  • Guard Dog - I added in Guard Dog to act as a bit of a tank for me while I go around the map, and it helps me hit back at the enemies without committing an entire action. Allows me to move when engaged with an enemy, transfer the damage onto good ol' Rover here, and ping the enemy back. Originally I was debating between First Aid, Liquid Courage and Emergency Aid, but figured an ally to mitigate the damage is just as good as those, without having me to waste actions to heal myself, while also helping me damage enemies.

4.) Other

  • Arcane Initiate - Card draw to help me find the right spell when needed. Toolboxy. If I need to search for clues, use this to dig for Rite of Seeking. If I need to fight or prepare for a boss encounter, use this to dig for Shrivelling. And more than likely, while searching for this, I'll hit a Ward of Protection or two, so bonus. As we upgrade the deck, more spells could get added, which will make this card more consistent when searching. Depending on the number of spells added later on, you could possibly cut this if you want maximum spell concentration in the deck, at the cost of not being able to search for what you need. Also it's a meat shield, so that's cool (NOTE: Read the PILOTING section below to see how to minimize the impact of the 1 addition doom being put into play)

  • Delve Too Deep - As the campaign has progressed, the game begins to give out less XP, making upgrading a more difficult task. This card is here is help alleviate that issue. Including 2 in the deck gives us, on average, 1.5 XP per scenario, which will quickly help out the investigators get to their better card upgrades. This card, I think, gets weaker the more players you play with, as you begin going through more and more of the encounter deck. See the PILOTING section below to see how to effectively play this card. NOTE: I'd say this is a flexible slot in the deck. If you don't want to worry about gaining extra XP through this card, you can definitely swap it out for another pair of cards

  • Emergency Cache - Because having more resources is never a bad thing. Great to have in your opening hand to dump all your assets into play

  • Ward of Protection - Just a catch-all spell that stops something really bad from coming up, especially if I'm not equipped to deal with the encounter card draw at that moment. I often use it on Ancient Evils, as that card is just crushing, causing players to effectively miss an entire round.

  • Jim's Trumpet - Heals my horror I take from enemies and from cards like Shrivelling and Ward of Protection. Also has the benefit of targeting other investigators at my location or connecting location, so I can help my tanks reduce their horror (since they usually have low sanity stats) without having to move to their location.

PILOTING

Just wanted to write down a few key points here on how to get the most out of this deck

  • This deck has a relatively low average cost curve, at about 1.76 cost per non-skill card. So you can quickly get your assets into play without being strangled by low resources amounts

  • This deck is not meant for SINGLE PLAYER. It banks on having a second Investigator playing with you (ideally a Guardian I think) in order for them to be able to focus on the enemies and finding/revealing high value locations, while you support them by finding clues, damaging enemies here and there, and tilting the game in your favour with consistent skill checks.

  • Rite of Seeking has the inherent negative attached to it that when you reveal a , , , , or , you miss the remainder of your actions for the turn. So, to mitigate this, you may want to use Rite of Seeking as your 3rd action. Just be sure you set yourself up with the proper cards in play and/or in hand that you pass the test to get the 2 clues. If you whiff or hit one of those symbols, it's ok because you already had two other actions beforehand to do stuff

  • Ideally, play Arcane Initiate on the turn right before the Agenda deck will advance. That way, the doom that Arcane Initiate brings with it doesn't actually do anything, as the agenda would advance anyways, and the doom will be taken off during the next Mythos Phase. But I have played it Turn 1 or 2 as well to help dig for the important spells when my mulligan didn't help me, just be sure to kill her off before she helps the Agenda deck advance (engage an enemy, let him hit you, and assign the damage to her). Ultimately, you have to judge if you can afford the extra doom, and feel out the current state of the game

  • For Delve Too Deep, you want to play this when you and your partner are in complete control of the game, so drawing the 2+ encounter cards, no matter what they are, can't hurt you too much. I also think, playing this early on, in the first round or two, can work as well, since there probably isn't too much on the board yet to overwhelm you. Or just save them for the end of the scenario, when you know you are about to win it. Then, the encounter cards probably won't do much to you, regardless of what you draw (just make sure they don't kill you if you have low health or sanity). Once you repeat scenarios and campaigns, and you know what cards are going to be in encounter decks, this card becomes stronger as you can use this knowledge to your advantage and play around potential encounter card draws. All in all, it's definitely a card you have to "feel out" when to play it effectively.

  • I usually stick to being close to the other investigator (usually within 1 location) who acts as my tank and can come engage any difficult enemies that I draw. Usually the tanky investigators the other player uses have low Sanity, so being close to them makes Jim's Trumpet very powerful.

CARD UPGRADES

Definitely look at using your XP to buy these cards to make the deck even better:

  • Grotesque Statue - This card is insane. Drawing 2 chaos tokens and picking the better one is so incredibly powerful. High XP cost but this just puts the deck over the top in terms of consistency. Make getting 2 of these cards in your deck your top priority

  • Blood Pact - Don't know how early I want to upgrade to this as the downside of using this card is huge. However, it has two things going for it. First, it's a permanent card, so each scenario it starts in play, not costing your resources. Plays nicely into the theme of consistency featured in this deck. And secondly, getting +3 or +3 is so useful when you are faced with a skill test you NEED to pass, such as a final hit on the boss. However, don't use this more than ONCE, maybe TWICE in a scenario, otherwise you'll speed up the agenda too much. Also, playing it right when the agenda is about to advance in the following round will give you the most mileage out of the card. Another card you have to "feel out" to know when to utilize it. Use with caution. Works great with Grotesque Statue.

  • Blinding Light - The 0 XP version of this card simply isn't good enough. However, this upgraded version cuts the cost in half and it allows you to do 2 damage while evading. It is also a Spell Card, so it can be searched with Arcane Initiate in a pinch, without taking up precious Arcane slots like your other key spells in the deck. It help you evade tough monsters quite easily since you are using instead of .

  • Shrivelling - Replaces your Level 0 Shriveling. Gives you +2 to the combat test. As I nearly always have Holy Rosary in play when I use Shriveling, this upgraded version will allow you to go into combat with 7 , easily surpassing most enemies by 2 or 3 combat points. The ultimate way to increase your combat consistency.

  • Emergency Cache - A low priority upgrade but a good one nonetheless. Adds in card draw to your 3 resources you get with this card, turning it into a solid cantrip.

CARD CONSIDERATIONS

Here are some cards I might consider swapping in if I feel this deck is weak in some areas:

I would still probably take Liquid Courage over First Aid, due to lower cost, potential to heal multiple times in 1 action, and it doesn't get discarded when it doesn't have supplies on it, so it could be useful if a Treachery asks you to discard an asset you control

  • Fearless - Might swap this in for Guts if I feel my ability to cope with horror is inadequate.

  • Clarity of Mind - I thought about this one but my Arcane slots are already pretty crowded, so I dropped it. Might swap in the future.

  • Book of Shadows - I'm not too sure about this one. Costs a lot to both purchase in XP and to play with resources but provides an extra arcane slot. However, spending an action to add 1 charge to 1 spell you control seems like an inefficient use of actions, especially when I can just draw a second copy of a spell to effectively recharge it. I don't know. I may try it at some point but I don't have high hopes.

  • Song of the Dead - Obviously designed with Jim Culver in mind. With that being said, within the context of this deck, I don't think it works. While the +1 is nice for the test, decreasing the need to draw Holy Rosary, and the 3 damage you can potentially do is amazing, it simply isn't consistent enough for my tastes. Often, you'll just be hitting for 1 damage. I guess you can combine this card with Grotesque Statue to increase your odds of hitting a , but now you're looking at 2 card to combo together for, still, not that great of a shot to do 1 more damage over just using Shrivelling. With the way I pilot the deck, I don't get involved in combat too often (the other player is usually the tank/damage dealer), so the odd time that I do, I need to be able to CONSISTENTLY dish out damage, one-shotting weaker enemies in order to maximize turn efficiency or weaken them enough so the other player can finish off stronger enemies before the enemy phase begins.

tl;dr - It's just not consistent enough to warrant a spot in this deck, one that is built specifically to BE consistent.

  • Hypnotic Gaze - Solid card but I don't think I would run more than 1 in this deck. Based on how I pilot this deck, combat is not your priority, so avoiding damage is not as big a deal that it would warrant having 2 copies of this. I'd say, if you can squeeze it in at some point, add 1 to help your tank, in dire situations, survive a turn to finish off enemies, with the possibility of finishing off the enemy yourself with the token effect on this card.

  • Bind Monster - Not sure where this would fit in the deck, but jeez, you can absolutely lock down a troublesome monster for ages for a measly test of (3), almost no trouble at all with this deck's consistency. However, most non-elite enemies don't trouble the tank that I play with. I'd rather just kill off the enemy, since some scenarios check the number of enemies of a certain type in play. Kill them vs. locking them down just seems like a smarter solution. Permanent removal is better than temporary lockdown. Still, I might mess around with it in the future.

CARDS TO CUT

Here are the cards I'd consider to cut first in order to make room for upgrades:

  • 1x Perception - Since we already have plenty of cards to help us gather clues, cutting 1 or 2 of these over time could be ok I think

  • 1x Flashlight - Same reasoning as Perception above

  • 1-2x Delve Too Deep - If you can get enough XP to purchase the upgrades you want, you can slowly begin cutting these. Or you might even choose not to use these in the starting Level 0 deck as I described in the DECK GOALS & CARDS - Other section above; this is a flexible slot.

  • 1x Arcane Initiate - If mulligan hard and get at least 1 of the spells you need in the early going, I think cutting one of her 1 is ok. I haven't ever played more than 1 copy during a scenario anyways.

Thank you for reading my long post. I hope you understand my reasoning for choosing each card. Please comment below with thoughts and suggestion. Hopefully you give this one a shot and find the same success it's give me.

Enjoy!

20 comments

Jan 19, 2017 PaxCecilia · 396

Really cool support decklist here. I think this would mirror the way that most people play Daisy Walker except you replace the 6 and 7 Intellect skill decks with all of the best, cheap options available for Mystic to grab free tokens. I like it.

Regarding your thoughts for experience allocation, I think that having Book of Shadows is generally more about the Arcane slot than the ability. However if you have no charges on Rite of Seeking or Shrivelling and cannot find your second one, it never hurts to be prepared.

Never forget about Bulletproof Vest for experience dump. Jim's pretty solid in the Health/Sanity, but since he only really heals Horror a BPV could be handy later on. Also if you're playing with a Guardian usually they could have Teamwork so you can give them useful items like an Elder Sign Amulet! Double Willpower icons.

I've been trying to build a viable solo list for Jim and I keep waffling between having a Fire Axe or Machete imported to deal with enemies between Shriveling's. But in the same thought, that doesn't leave hands open for Ritual Candles which I think are also severely underrated.

Jan 19, 2017 DigitalAgeHermit · 24

I haven't played Mystic yet, but I wonder if Ritual Candles is as good for Jim as it would be for Agnes (since you aren't really getting any mileage out of it on Tokens). I guess it would depend on the effects of the other tokens in the scenario you're playing.

Jan 19, 2017 Wrathburn · 3065

@PaxCeciliaThanks a lot for the comment. Book of Shadows is definitely a card I plan to mess around with. I think having 1 copy in the deck could work out. That way you aren't burning too much experience on buying multiple copies. Plus with the card draw that Arcane Initiate provides, you shouldn't have much trouble finding your spells, so I don't think you'd need a second copy of Book of Shadow to recharge your spells. I look forward to giving it a try.

Jan 19, 2017 Wrathburn · 3065

@TipsyGamer I totally understand where you are coming from. With Jim Culver's ability already making = 0, Ritual Candles basically double counts the , since a chaos token = 0 is basically as good as a chaos token = +1, as most people wouldn't attempt a skill check where they'd have to rely on drawing a specific chaos token. However, with some encounters giving the player debuffs to certain skills, I think the Ritual Candles still provide a huge boost for Jim, even if the effect isn't as power with Jim as it is with Agnes.

Like I mentioned in the breakdown above, this deck is all about consistency, and Jim Culver is a better, more all-around investigator than Agnes Baker when it comes to attempting skills check across the board with his balanced stats in each category. Combining Ritual Candles and Jim simply adds even more to the goal of the deck.

But yes, Ritual Candles does give more bang for the buck with Agnes :)

Jan 19, 2017 DigitalAgeHermit · 24

@Wrathburn I totally agree with you, and I think Ritual Candles is a great include in Jim, especially since you have little competition for hand slots (my initial build with Jim when he was spoiled used a Machete as one of his cross-class cards)

Jan 19, 2017 Shade92000 · 1

I really like the look of this build, I may have to try it out. I always worry about drawn to the flame even with scrying. I usually don't use either of those cards but with Jim it feels safer to do so. Do you think Scrying is worth the slot? I know people are very hot and cold on that card and I myself am undecided.

Jan 20, 2017 Wrathburn · 3065

@Shade92000 Drawn to the Flame is really good. It feels so great to just walk into a high shroud area and know that you will clean it up without a problem. And like you said, with Jim it's much safer, since your chance of passing any skill tests is really good. And if you play the game well, the other investigator can just come engage any difficult enemies that are pop out as a result of Drawn to the flame. The card works beautifully in this build.

As for Scrying, I'm in about the same boat as you. It's definitely the card that I'm the least sold on in this deck. Sometimes it hits well and can really help out if you're already being overwhelmed with other things on the board, by delaying even worse cards coming up. But sometimes it's just really awkward to use an action on it when you have more important things to deal with in the game.

I've found that I usually play it and only activate it when the other investigator and I have a stable and controlled game state, when I have time to burn an action on it. So it ends up sitting around of multiple turns at time if things are really tense. It'll probably be the first card I cut for Grotesque Statue.

Hope that helps :)

Jan 20, 2017 Shade92000 · 1

I think I might cut out scrying and try this build out with unexpected courage in it's place, I like having a lot of skill cards to help myself or other investigators.

Jan 20, 2017 Wrathburn · 3065

@Shade92000Thats a good call. I might go down to 1 Scrying and throw in 1 Unexpected Courage.

Jan 20, 2017 Shade92000 · 1

Hey @Wrathburn I have looked over your decks on here and I really like them. Any chance you'd be willing to look at the ashcan deck I made and publish and give some advice?

Jan 21, 2017 Ohnomycoco · 2

Really great deck - thanks. What cards would you drop first when upgrading ?

Jan 21, 2017 Wrathburn · 3065

@OhnomycocoI'm glad you like the deck :) The first card I'd probably cut is Scrying. While it is a powerful card, it is less so in multiplayer, since you're drawing 2+ encounter card each turn, making your ability to stack the encounter deck in your favour, much less potent.

Furthermore, Scrying is sometimes awkward to use, especially if you're being bombarded with other things needing your attention on the game board. Using an action in a tight situation to utilize Scrying's ability is tough at times.

So yeah, with all that being said, I think Scrying is the first I'd cut.

Jan 21, 2017 Ohnomycoco · 2

@Wrathburn cheers - came to the same conclusion myself - did cut the flashlight but then regretted it instantly.

Jan 21, 2017 Wrathburn · 3065

@OhnomycocoHaha yeah, Flashlight is really great as a 1-of. I included it to hedge against the scenarios where I can't draw any of my rapid clue gathering cards, just so it can hold me over until I do draw one of them. Just try not to get into the situation where you draw none and of those cards AND no flashlight. Then you're screwed ;)

Feb 18, 2017 falcon22345 · 2

@WrathburnHow do you think Song of the Dead should be incorporated into the deck?

Feb 21, 2017 Wrathburn · 3065

@falcon223 Hey, sorry for the late response. I've been busy lately, and haven't had time to play and look over the cards until yesterday. I've updated the deck description above (a few minor changes here and there along with an explanation for Song of the Dead), so hopefully it answers your question :)

Mar 15, 2017 Ohnomycoco · 2

So i'm guessing the new shrivelling upgrade is a good upgrade now. Also any thoughts on Hypnotic Gaze ?

Mar 21, 2017 Wrathburn · 3065

@Ohnomycoco Added in my thoughts above on those card.

Mar 25, 2017 OzValdo · 677

I play a lot of Jim, had some ideas to share

Why not deduction instead of look what i found?? It'll cost you a lot less....

And given the will power stats ,why not fearless instead of guts to heal some of that horror dished out of spells...

Jim needs auto-evasion, he can die if he gets ganged up with enemies, doesn't happen much, but can happen especially because of drawn to the flame. I'm struggling to find a good solution, testing Cunning distraction at the moment .. would be nice to get some ideas from you??

Apr 09, 2017 yeeshkul · 7

I just wanna point out that neither Jim's ability nor Ritual candler overwrite the pulled token. You will deal with the consequeces of the symbol pulled. Ritual Candles just add +1 to the skill test, and Jim's ability treats the number that the symbol brings to 0.